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D10 Cave Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for cave scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a cave, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Cave encounter table

d100 = 1

  1. D10=1:Tension hangs in the air before a lonely statue, with 2d6 specters lurking beneath, their moans reverberating through the hall. You have the choice to engage them with offerings or to tread lightly, risking awakening their rage or passions.
  2. D10=2:The players find an area that appears to have been used as an animal graveyard. They will find 1d6+3 human skeletons in chain mail armor and shields.
  3. D10=3:You navigate through an intense maze of stalagmites and shadows, with 1d6 wights haunting the edges, stealing the breath of the living. Will you confront them with valor or attempt cunning distraction to slip away unseen?
  4. D10=4:A hobgoblin comes out of the shadows with a small group of goblins behind him. He is badly wounded and tells the players "Please, I beg of you to kill me." He has a magical sword and a strange gem that glows when you press it.
  5. D10=5:The players come across a sentient ooze that was once a wizard. He promises rich rewards for anyone who can help him regain his form, but the process risks spreading his malevolent consciousness into one of the players permanently.
  6. D10=6:The players hear a dog barking far away from them. Upon investigation, they find a kobold dog tied up outside of a cave entrance. The kobold dog is trying to warn them about something in the cave. If players rescue the dog, it will follow them around and help them fight enemies for as long as it lives.
  7. D10=7:Frost-encrusted passages unlock a tragedy layered with ice as 1d8 frost giants seek solace from a failed hope. Their somber saga revolves around preserving endangered fjordians. Enduring the giants’ cold truth emerges a path to liberate their world-changing elemental legacies within tolerable frost.
  8. D10=8:Black fog fills the chamber up ahead, pulsating with sinister energy. The cave groans as if a mouthpiece for dark forces. Emerging from the smoke, 2d4 wraith knights approach, exuding cold that freezes breath in the air. Do you battle these manifestations of lost kings or find the object tethering their souls to the living, diving into millennia of lost history?
  9. D10=9:An avalanche of rubble shifts as burrowing critters scurry from 3d4 stone-wrapped creatures attempting to defend their domain. Players must choose whether to help the critters escape or fight the creatures—one leads to potential allies, while the other spells certain doom.
  10. D10=10:As you wander deeper, you find a minecart track leading to nowhere. 3d6 mine rats scuttle by, inspecting it for leftover food. Do you attempt to scare them away or try to ride the cart to discover hidden passages?

d100 = 2

  1. D10=1:The air grows colder as the players descend deeper, finding an ice cave inhabited by 1d4 frost giants. The flicker of their fire illuminates murals of ancient battles. Winning the giants' respect through trials could unlock powerful alliances but risking lives.
  2. D10=2:A group of 2d4+4 men from a nearby village are exploring the caves in hopes of finding treasure. They will ask the players for advice on whether or not to continue deeper into the cave system or turn back.
  3. D10=3:A group of 1d4+2 kobolds with bows and arrows have invaded the cave and are hunting something.
  4. D10=4:An ancient stone door covered in lichen stands blocked by a riddle inscribed in draconic. A 1d3 young drakes guard it, keenly watching for intruders. Players must decide to solve the riddle or fight the drakes, aware that failure could lead to other dangers in the cave.
  5. D10=5:Water reflections' affection akin ambient jazz-like harmonies grazing those saddened by entwined submerged fervours observable darkened dimensions garnering empowered embraces.
  6. D10=6:A creeping ooze named Blorp is trying to form shapes resembling cave critters for "charades night." He’ll happily let passersby join to guess, with gooey treasure as a reward.
  7. D10=7:You spot the glint of what seems to be a tiny gemstone embedded in the wall.
  8. D10=8:As you navigate a twisting passage, 3d6 sinister whispers echo around you, originating from a group of malevolent fae who have claimed the caves as their playground. They challenge you to a game of hide and seek with misplaced treasures as the desired prize. Win through stealth and cunning, and they grant secrets of the cave’s old paths, but lose, and the fae may curse your party, leading to entrapment in illusions and darkened shadows.
  9. D10=9:Sensual silken enchanter's prelude leading fore knowledge of roguish divinations evolves marking rivalry wrought encounters through harrowing whispering clues seeping larger fated standoffs.
  10. D10=10:Subtle vibrations come from the earth, connecting you with underworld spores. Breathing them enables fungal telepathy but attracts deadly underworld guardians.

d100 = 3

  1. D10=1:The walls of the cave are covered in primitive, faded paintings of animals.
  2. D10=2:Players come across a strange creature with four arms, two heads and glowing red eyes. It is holding a magical staff and is able to cast powerful spells.
  3. D10=3:The cave floor is soft, almost sandy, making each step deceptively quiet.
  4. D10=4:The players hear a crashing sound. A giant ape is running through the cave. It is being chased by a giant eagle. The eagle is carrying a large snake in its talons. The snake is wrapped around the eagle's neck. The eagle will attack the players if they get in the way.
  5. D10=5:Encountering a group of 2d6 bandits hiding from a relentless basilisk in an expansive cavern. The scent of fear and salt is strong. Bandits offer an uneasy truce; breaking it may give them away to the petrifying basilisk.
  6. D10=6:Water drips like a steady drumbeat, each drop revealing 1d4 soggy bundles of lost gear. Whether to claim these items for yourself or leave them for forgotten souls may attract unwanted attention or endless fortune; choose wisely.
  7. D10=7:A group of 1d10 guards from a nearby city are exploring the cave because they're looking for a dangerous criminal who's on the run from them...
  8. D10=8:You discover fascinating drawings etched into the cave walls and find a bedraggled 2d4 scholars, combing through them for lost knowledge. Do you ally with them, trading help for insight, or do you rush forth for the secrets held in these markings?
  9. D10=9:Passing through crystalline formations, 3d4 ice mephits phase in and out. Ice crystals reflect past asperities, with each combat extravagance blending with reflective thought.
  10. D10=10:A sullen myconid named Fungi Steve is organizing a protest against cave mining. He offers healing mushrooms if the party agrees to "leave no stone unturned, unbroken, and uncarved."

d100 = 4

  1. D10=1:2d8 stone golems animated by a corrupted archmage are heisting ancient alchemical ingredients. The cave walls are etched with alchemical symbols that glow ominously. Whether you choose combat, sabotage, or to assist, the outcome will have ramifications for the magical balance in the wider world.
  2. D10=2:A vast underground chamber reveals a skeletal hand reaching from the ground, a titanic remnant of some colossal creature. Around it, 2d8 skeletal warriors animated by forgotten hatred guard an ethereal portal. Entering the portal pulls players into memories of a long-lost empire, where surviving the ancient battles can reveal secrets crucial to their quest.
  3. D10=3:A group of 3d6 orcs are running away from 3d6 goblins. The goblins are catching up to them. The goblins found a stash of potions and are all buffed beyond belief. They're TOUGH gobs!
  4. D10=4:A sudden rockfall traps the characters. As they struggle to free themselves, an ethereal being resembling a legendary hero of their world appears, offering advice and hope. The spirit reveals secrets about the cave network, warning of 3d4 rust monsters ahead but also hinting at hidden treasures.
  5. D10=5:The players come across a set of 3 large bones. They are the bones of some sort of large, three-toed beast that is not native to the area - they are from some sort of dinosaur. All three bones are broken, and whoever broke them did it while they were still alive, judging by the blood still caked onto them.
  6. D10=6:An invisible force obscures the way ahead, blocking vision and clarity. A sudden encounter with 1d6 pixies catch you unawares, testing your patience or willpower.
  7. D10=7:A small, harmless snake slithers past you on its way to a hidden lair.
  8. D10=8:An ancient door stands resolute, adorned with tiny carvings of emerging flowers but surrounded by fog. Behind the door, players hear soft voices of distant family and friends. Lured into doubt, they must choose whether to sacrifice something dear to gain entry or weather the growing uncertainty of the smothering mist.
  9. D10=9:You come across a group of adventurers who are searching for a lost temple. They are willing to share their information with the players if they help them find the temple.
  10. D10=10:A group of 1d4 hobgoblins are marching down the tunnel. They are stopping and searching every cave along the way. They are looking for uruks.

d100 = 5

  1. D10=1:A group of 2d4 goblins attack the players. They are led by their chief who is a level three goblin warrior that carries a shortsword and wears chainmail armor. He has a scar across his left eye and wears a necklace made from teeth that was stolen from his victims.
  2. D10=2:Chilled droplets fall from above, dampening your hair and shoulders.
  3. D10=3:A strange, almost imperceptible hum fills the air.
  4. D10=4:Echoes of ancient battles resound as ghostly legions (2d8 spectral soldiers) march, perpetually reliving their last moments. Insightful players might disrupt the repetition by appeasing the ethereal commander, granting the spectral soldiers peace. Failing this, the phantom war will embroil them in relentless strife.
  5. D10=5:A group of 1d4+2 gnomes are mining in this room. They will ask the party to help them mine for gold. They will give the party 1d10 gold pieces if they do.
  6. D10=6:A human is walking through the cave. He is looking for treasure. He is carrying a lantern and a dagger.
  7. D10=7:The players encounter a group of rangers who want to test their mettle against the party. They will challenge the players to a contest of skills (player chooses). If the players win, they will receive an item from the rangers' stash. It is worth a lot of money.
  8. D10=8:A group of 2d6 cultists are singing hymns and praying to their demonic god. They are trying to summon a demon to do their bidding.
  9. D10=9:A mirage of forgotten warriors arises, leading players deeper into the cave. But be warned—their defenses summon 3d8 dire wolves. Players may choose to engage with the soldiers or avoid them, racing against time. Influence with practical negotiation builds new paths forward, while battle spells inevitable repercussions.
  10. D10=10:There is a small room with a shrieking ghast and a treasure chest. If players decide to fight the ghast and win, they get to keep all the treasure in the chest. (Not magic items)

d100 = 6

  1. D10=1:In the midst of a bone-chilling lake, characters discover a glowing orb held tightly by a 4d4 displeased water nymphs. Convincing the nymphs to release their hold reveals the orb's purpose in warding off 2d8 skeletal warriors lurking deeper in the caves.
  2. D10=2:A group of 3d6 bandits is walking down the tunnel. They are carrying a chest full of gold. If the players attack, the bandits will throw the chest behind them and run away while the players fight over the chest.
  3. D10=3:You come across a hidden laboratory filled with strange artifacts. If the players are careful, they can take the artifacts without triggering any traps.
  4. D10=4:You find a giant hourglass, each grain of sand eternally falling. Touching it grants time-altering powers, but also warps your biological clock, aging or de-aging you randomly.
  5. D10=5:The sound of distant echoes makes it difficult to judge the cave’s size.
  6. D10=6:A group of 2d6 kobolds are looking for bats to eat. They've trapped a giant bat in their cave. They will be disappointed by the goblins next to the bat. They believe that goblins are bats.
  7. D10=7:A phalanx of ancient stone statues stands vigil at a split passage. When players approach, they must work together to solve an ancient riddle to pass. Failure unleashes a curse that causes hallucinatory distortions in the cave’s layout, leading to havoc in decision-making.
  8. D10=8:There is a small room with a shrieking ghast and a treasure chest. If players decide to fight the ghast and win, they get to keep all the treasure in the chest. (Not magic items)
  9. D10=9:Layers of poisonous fungi carpet the passage, releasing sporadic toxic spores. 2d4 venomous cave dwellers known as spore-lings inhabit this toxic environment. Marika, an herbalist, studies the fungi for their miraculous properties and requires assistance collecting samples. Helping her involves enduring the toxic hazards with potential gains in rare antidotes, while disrupting the spore-lings results in convulsive battles and hazardous expeditions.
  10. D10=10:A cavern with walls symmetrically covered in eyes opens up before you, each eye blinking independently. Within, 3d4 beholder-kin lurk in shadows, the eyes creating an effect of paranoia and multiplying the monsters' abilities. Your choices include appeasing the eyes with offerings or attempting to blind the kin and escape.

d100 = 7

  1. D10=1:A drowsy ogre named Grumble snores loudly in a corner, using a stalagmite as a pillow. Waking him might provoke a fight, but sneaking past could lead to hidden goodies he's carelessly napping beside.
  2. D10=2:Players find a group of 3d6 kobolds who are scavenging for supplies. The kobolds are willing to trade for the players' goods and services.
  3. D10=3:The stale air carries the scent of old parchment as 1d4 deranged scribes whisper about an ancient scroll. They may offer to trade knowledge or become defensive, forcing players to either barter or battle for the scroll’s secrets.
  4. D10=4:You find an old, rotting rope tied to a large rock.
  5. D10=5:The passage narrows and a sinister, icy drop echoes ominously. The flicker of torchlight reveals 1d4 myrmidons in tarnished armor guarding a sealed sarcophagus. The chilling wind conveys both a warning and an invocation. The decision to uncover the tomb or not hinges on the potential awakening of a centuries-old warrior king tied to regional folklore.
  6. D10=6:The party encounters an unusually large mole named Nibbles, who can speak Common. Nibbles offers information on digging shortcuts and hidden tunnels if given tasty bugs or a shiny trinket.
  7. D10=7:In a chamber with glowing hieroglyphics, 2d6 ancient guardians defend a relic capable of summoning elementals. A group of thieves aims to steal it, oblivious to the elemental storm it will unleash. Choices hinge on combat or intellect, with global elemental chaos at stake.
  8. D10=8:The playing characters find an old mining operation's remains overrun by 3d4 ankhegs. The scent of freshly turned earth is pungent. Exploring the mine reveals lost relics, but each tunnel could collapse, hiding untold dangers.
  9. D10=9:2d4 enchanted sentry statues block your path as they protect a vault filled with ancient spell-scrolls from would-be thieves. The air hums with arcane energy, challenging every spellcaster. Whether you choose to decipher the protection spells, engage in combat, or find a hidden route will set the stage for either ruin or riches.
  10. D10=10:Cordial perfumes indicate the tragically lavish ruins of a cave-palace once ruled by a hedonistic queen until 2d4 grimlocks silenced them. Reflecting on opulent stone carvings recounts scandals and ambitions that shape the broader high kingdoms. Embedding their legacy demands ceremonial rites.

d100 = 8

  1. D10=1:A slumped figure against the wall is a half-starved merchant who begs for food and company, claiming knowledge of a secret treasure. If rescued, players can uncover both real treasure and hints of a larger conspiracy. Ignoring him may invoke the curse of undying hunger in his despair.
  2. D10=2:Echoes of sobs and tears guide the players to a cell where a princess from a nearby kingdom is held captive by dark elves. She reveals her captors plan to use her as leverage to invade her kingdom. Freeing her right away could alert her captors, leading to a swift demise, but leaving her might cost a kingdom.
  3. D10=3:Upon hacking through overgrown fungi, the players discover a dwarven architect’s journal outlining his doomed attempts to build a grand sanctuary. His last, despair-filled words detail a subterranean collapse caused by 3d6 umber hulks seeking treasure. Rebuilding efforts yield structural lore but risk new collapses.
  4. D10=4:Twisting turns lead to a cavern filled with the echoing cries of lost souls, a place thick with despair. Within, 2d6 poltergeists manifest, drawn to any form of light and sound. Marwen, an enchanted lute player, sits at the center, playing melodies to keep the spirits at bay. She can guide players through the dark paths, but first, they must retrieve her lost lute strings, scattered and guarded fiercely by the poltergeists.
  5. D10=5:The cave walls suddenly shimmer with reflections, and the party realizes they’ve entered the domain of 1d12 Mirror Phantasms. These spectral entities can duplicate the physical appearance and abilities of those they encounter. Combat with the Phantasms is like battling one’s own mirror image. Alternatively, engaging in a deep philosophical discussion could convince the Phantasms to share secrets about the mirrored realms, revealing access points to alternate realities where the consequences of actions differ dramatically.
  6. D10=6:A spiral staircase carved into a stalactite offers an upward path but is guarded by invisible sigils that flicker with arcane power. Before you can decide, the air shimmers and 2d4 phase dogs materialize, each able to shift between dimensions. Navigating their attacks is daunting; progress may require deciphering sigils laced with void magic, hinting at a broader planar cataclysm.
  7. D10=7:An overwhelming sense of loss arises in a desolate chamber filled with shattered statues. 2d8 wraiths drift through the air seeking closure. With careful words, you might calm their unrest or provoke their rage into a frantic encounter.
  8. D10=8:The cavern surfaces become slick and glass-like where 2d4 gelatinous cubes roam. An alchemist is trapped within a cube. Freeing him imparts knowledge of a famous conspiracy involving royal poisonings, but leaves them with a chronic vulnerability to toxins.
  9. D10=9:A loud clang signals an unknown force—3d4 pit viper constructs thrash unwillingly awake from eternal slumber. Players can sneak past them or engage bravely, aware that the noise might attract larger beasts lurking nearby.
  10. D10=10:Players come across a group of 2d4 wyverns who are nesting in a nearby cave. They will attack if the players get too close.

d100 = 9

  1. D10=1:The air suddenly grows damp, and water drips steadily from the ceiling.
  2. D10=2:The players hear noises coming from the main chamber ahead. If they investigate they will find a group of kobolds are playing with a ball. They will run away. If the players follow them, they will end up in a room with a bunch of kobolds, who will attack.
  3. D10=3:A group of 1d4+3 dwarves appears to be mining. They are mining very slowly, as they take breaks to eat and drink and argue with each other.
  4. D10=4:Glistening under newly formed cave pools, 2d8 aquatic elves nestle in, their courtship bringing warmth to the desolate cave. However, the elves seem tormented by a curse threatening their union, requiring the party to fend off horrifying 3d6 cave trolls.
  5. D10=5:In a sunken chamber, you find a band of 1d10 kobolds attempting to dig a tunnel to a "treasure" they believe lies beyond. If you intervene, they might mistake you for allies or trap you, seeing you as an intruder—a tough choice for treasure-seekers!
  6. D10=6:Mirror pools reveal distorted reflections. 3d4 doppelgangers shape into twisted regrets. Choices alter the caves’ fate, balancing reality against fragmentary pasts.
  7. D10=7:The cave floor becomes slippery with a thin layer of moss.
  8. D10=8:Shadows flicker as players encounter 2d3 shadows, dragging their feet across darkened paths. Players can either attempt to scare them off with bright light or try to engage in a conversation to learn about lost souls lurking in adjoining areas.
  9. D10=9:The party encounters a cylindrical shaft descending infinitely into darkness. Around it, singing stones narrate the chronicles of ancient empires. They must choose to either descend via levitation sigils guarded by 2d4 earth elementals or bypass and interpret the stones. Ignoring the stones leads to temporal distortions, experiencing fragments of a timeless war.
  10. D10=10:With constant whispering shadows, 3d4 faceless stalkers handle unseen forces beneath surface quakes. The stale air speaks of compulsions. Unseeing guides or surface support could halt, eliciting grave choices.

d100 = 10

  1. D10=1:2d4 enthusiastic bardlings practice under an earthen ceiling that threatens to collapse. Players can provide critique for performance or join in—a potential blessing or burden as nearby monsters may overhear and react.
  2. D10=2:The cave ceiling is filled with what look like tiny, sparkling stars.
  3. D10=3:In a small chamber, hundreds of bats stir with an unfathomable noise. They’re clearly agitated by your presence, and 1d10 swoop down when disturbed. You must make a choice: fight to keep the swarm away, or stay still and calm to avoid their retaliatory bites.
  4. D10=4:The air thickens with noxious gas, slowly sapping strength and will. The cave seems almost sentient, with walls quivering as though alive. Only by finding and sealing the fissures from which the gas emanates can the group survive. Splitting tasks—identifying the gas source, patching the leaks, and healing affected members—promotes deep collaboration to escape this death trap.
  5. D10=5:You find a giant hourglass, each grain of sand eternally falling. Touching it grants time-altering powers, but also warps your biological clock, aging or de-aging you randomly.
  6. D10=6:A group of 1d4+1 goblins are sitting around a campfire, roasting a boar. They are surprised to see the party, and attack. One of the goblins is a shaman, who uses a 'fog' spell to try and hide the rest of the goblins while they attack.
  7. D10=7:Discover a musical shrine resonating with haunting tunes. Playing a correct melody can summon a guide, but hit a wrong note, and the guide appears vengeful.
  8. D10=8:The passage opens into a grand cavern where the skeletal remains of 2d8 dwarves lie scattered, victims of a rockslide caused by tunneling. Investigating, players find anguished journal entries detailing their final days. A trapped spirit, desperate for release, offers cryptic guidance to hidden treasures.
  9. D10=9:Stalactites dripping a silver liquid that can fill a vial with invisibility tonic are found. The catch is, it reveals you to all fey creatures.
  10. D10=10:A group of 1d4+2 ogres are seen attacking a group of 1d6+3 hobgoblins.

d100 = 11

  1. D10=1:Eerie moaning noises echo through the cave. If players investigate, they will find the remnants of a battle between men and goblins.
  2. D10=2:The final chamber opens into a vast, dark expanse pierced only by thin beams of daylight filtering from the surface. Here, legends speak of an immense false dragon, 4d6 draconic hatchlings scampering underfoot. Their kin await a signal of threat or trespass. Choices pivot crucially—unite the hatchlings under a unifying signal to avoid confrontation, or confront the dragon, awakening a force linked to celestial cycles, potentially altering your home world’s fate.
  3. D10=3:Players hear a loud buzzing sound. If the party investigates they find a beehive with a Giant bee.
  4. D10=4:A mysterious voice echoes through the cave. If the players investigate, they will find a hooded figure standing in the shadows. The figure will offer them a quest to retrieve a powerful artifact from the depths of the cave.
  5. D10=5:You encounter 2d4 goblins arranging a gambling game involving dubious treasures. Joining might gain you contacts, or feel risky if you lose everything to mischief.
  6. D10=6:Your nose catches the faint scent of burning wood, though no fire is visible.
  7. D10=7:A group of goblins sitting around a campfire singing songs about how much they hate their leader, Grod the Mighty, and how he treats them like slaves and how they'd love to rise up against him and get rid of him but they're too afraid of him to do it...
  8. D10=8:A group of 2d4 dwarves are making their way through this tunnel, singing songs about their clan's victories and glories. If the players approach them, they will ask them politely to leave. If the players attack them, they will fight back until one is left standing and then he will flee deeper into the tunnels.
  9. D10=9:As you traverse a narrow passage, the sound of dripping water turns into hushed whispers. You soon find 2d6 cave goblins huddled around a glowing stone. They are engaging in a ritual to summon their deity, but the stone is unstable. If players interrupt, they can fight the goblins or negotiate for the stone, which contains a dangerous power that could collapse the cave. Choosing wisely could either save or doom the team.
  10. D10=10:You discover a hidden chamber filled with 2d4 cursed treasures guarded by incorporeal wights manipulated by a cunning thief. The very air chills your bones. Choices include breaking the curses, outwitting the wights, or striking a dark deal with their master, leading to unpredictable results.

d100 = 12

  1. D10=1:A group of 2d4 orcs are searching the cave for something. They won't attack the players unless provoked.
  2. D10=2:Twisting turns lead to a cavern filled with the echoing cries of lost souls, a place thick with despair. Within, 2d6 poltergeists manifest, drawn to any form of light and sound. Marwen, an enchanted lute player, sits at the center, playing melodies to keep the spirits at bay. She can guide players through the dark paths, but first, they must retrieve her lost lute strings, scattered and guarded fiercely by the poltergeists.
  3. D10=3:In a cavern where the walls ooze strange, bioluminescent liquid, the players encounter 1d4 shambling mounds. These creatures guard a pathway to an ancient forest spirit who offers insight into a grand druid conspiracy but demands one of the party becomes its protector.
  4. D10=4:A heavy silence falls over your group when you stumble upon a pack of 1d4 dire wolves lounging on a rock. They will only let you pass if you share your most embarrassing tale.
  5. D10=5:Eerie whispers draw you to a room where 2d8 Whispering Shades flit about, remnants of curious souls lost in the cave. They are distrustful but crave stories of the living. Engaging them with recent tales might grant glimpses into their memories, revealing hidden paths, forgotten treasures, and the entwined histories of kingdoms lost to time.
  6. D10=6:The players come across a small cave opening where they can see daylight streaming in from above. There is an old man sitting outside this cave holding a small wooden box in his hands. He will tell players his story of how he was exploring this area, but got lost and then found this little cave opening where he has been sleeping for months and months now under the watchful eye of the local kobold tribe who have been feeding him but not allowing him to leave. He has some good information that may help players with their quest, but he is incredibly senile.
  7. D10=7:The walls of the cave are covered in primitive, faded paintings of animals.
  8. D10=8:A hall filled with mind-bending puzzles offers a powerful boon at the end but requires solving puzzles made up of increasingly sinister acts involving psychological torment on an innocent and their subsequent transformation into a nightmare creature. Each step forward deepens the moral depravity.
  9. D10=9:Rustling echoes of an impending storm signal 3d8 hobgoblins holed up in the cave, debating their next raid. Players can listen for valuable information or confront them directly, weighing the risk against the reward of potentially stopping a larger threat.
  10. D10=10:A group of 10 orcs is marching down the tunnel, following the hobgoblins. They are blindfolded to prevent escape. The orcs will fight each other if they come into combat.

d100 = 13

  1. D10=1:The dim light reveals a sacred shrine dedicated to a long-lost deity, where 1d4 cultists are attempting to summon dark powers. They mistake your presence for intruders and confront you with weapons drawn, demanding respect for their twisted rituals. You may attempt to stealthily sabotage their offerings or negotiate to learn more about their motives. Fail to convince them peacefully, and you may unleash unspeakable horrors from the shrine’s depths.
  2. D10=2:A group of 1d4+1 orcs are searching for something. If players approach, they will attack without warning.
  3. D10=3:The scent of sulfur surrounds a bubbling hot spring claimed by 2d4 fire sprites. Trust and subtle engagement may ignite a valuable alliance for future cave perils.
  4. D10=4:An ancient dwarven treasury now guarded by 2d4 shield guardians hides the legacy of dwarven kings whose greed led to ruin. Deciphering the guardians’ complex runes requires profound sorrowful empathy and reveals a storied past of dwarven hubris suitable for ambitious reformations.
  5. D10=5:You stumble upon a puddle with small, colorless fish swimming in it.
  6. D10=6:Two dwarves are arguing about something. One of them has a bloody nose. If the players approach, they will stop arguing and ask them for their opinion. They will apologize for the blood and offer them food and drink. The dwarves are brothers and one of them is planning on leaving so he can find his fortune elsewhere.
  7. D10=7:A rushing underground river blocks your path, with a sly roguish merman offering to ferry the party across for a price. Nearby, 2d6 water weirds lurk, preying on travelers. The merman provides safe passage, but only if the players agree to eliminate a rival lurking downstream.
  8. D10=8:A stale breeze carries the scent of decay as players encounter a circle of 3d4 skeletons, long forgotten guardians of a hidden treasure. Players can attempt to bargain with the spirits for passage or engage them in combat, knowing that disturbing the undead may awaken others.
  9. D10=9:The players navigate through dense fog, encountering 2d6 warg riders. The mix of sweat and blood mingles heavily. Here lies a subterranean warg den, assisting reveals interspecies politics, while aggression sparks bloodshed.
  10. D10=10:Polychromatic glimpse reveals resonated plush wave abandoned fate tailor-evolving harmonious duet foretailing rescinded paths, generating serendipity, unpredicted safeguarding from snarling protective knight's forces.

d100 = 14

  1. D10=1:The hint of smoke wafts through the air; a duo of 1d4 firebugs are arguing over who’s best. A simple fix might defuse their wrath or escalate a chaotic brawl.
  2. D10=2:A loony kobold shaman named Skritch believes he can communicate with cave spirits through interpretative dance. Humor him, and he might share a powerful, albeit dizzying, spell.
  3. D10=3:A rushing underground river blocks your path, with a sly roguish merman offering to ferry the party across for a price. Nearby, 2d6 water weirds lurk, preying on travelers. The merman provides safe passage, but only if the players agree to eliminate a rival lurking downstream.
  4. D10=4:The cave floor becomes slippery with a thin layer of moss.
  5. D10=5:A corridor of beautiful luminescent plants inexplicably surrounds you. Harvesting them grants alchemical materials, but without their light, the path becomes hazardous.
  6. D10=6:A subterranean river roars and churns, bisecting a vast cavern where 2d4 water elementals guard ancient bridges. At the shore, Darian the Riverblade, an infamous pirate, plans to reclaim his stolen ship-of-the-ages buried within the depths. Players either join Darian in his daring ploy to outmaneuver the elementals and retrieve the ship or work against him, attempting a hazardous navigation to the caverns' submerged treasures, evading both natural and magical perils.
  7. D10=7:A party of 2d4 dwarves are exploring the caves. They will offer to lead the players to a nearby dwarf settlement if they can eliminate the orcs and kobolds that have been attacking their village. If players decline, they will attack. If players accept, they will be led through an alternate route that bypasses several dangerous areas that they have recently explored.
  8. D10=8:The walls pulse with bioluminescent algae, illuminating snakelike trails. 1d4 spirit nagas challenge the party with cryptic riddles and psychic threats. Winning their favor grants information on an upcoming arcane celestial alignment, while failure invokes a psychic curse.
  9. D10=9:A small trickle of water runs along one wall, forming a tiny stream.
  10. D10=10:A faint, distant rumble reverberates through the cave.

d100 = 15

  1. D10=1:Within another spacious cavern, ancient carvings pulse with ancient energy. 3d6 cave trolls make this place their home, using the runes to reshape the very earth. These trolls wield earth-shaping abilities in ways that bend the environment against you, while deciphering the runes yields ancient spells and dark tales of earthbound titans.
  2. D10=2:Minutely invoked lateral sanctuary crystalline spiral binds intimately enclosed shadows delivering prophetic whisper supposition tender link astrolancers unseen escape diverging profound ominous high-tailed integrating analytical guardian roles.
  3. D10=3:Strange, distant music seems to come from unseen corners.
  4. D10=4:Players encounter a group of 2d4 giant bats. The bats will attack the players if they get too close.
  5. D10=5:A group of 1d4 green dragons are waiting in the corner for players to bring them their food. They will not fight the players unless they attack them.
  6. D10=6:You come across a room where 1d4 gnome tinkers are rapidly constructing something made of gemstones. Their frantic energies could be a boon to you—or a curse if they perceive you as a threat interfering with their craft.
  7. D10=7:Off the beaten path lies another realm; the passages adorned with floating wisps lighting eerie pathways. 2d6 phantom guardians patrol this realm. In the dimensional fold, stands Deril, a transdimensional scholar seeking lost runic symbols. Players can choose to assist Deril unravel complex runic combinations, weaving through guarded pathways, or facing phantoms while seeking alt dimensions leading to fortuitous discoveries.
  8. D10=8:Players come across a group of 2d6 zombies who are stumbling through the dark hallways of the caves.
  9. D10=9:Down spiraling to more off-limits depths, the air grows stale and oppressive with 3d6 cursed miners deeply hypnotized. At the helm, Elerian, a mind-weaver attempts to unravel the spell cursing the miners. Assisting him explores intricate details of the curse while facing alternative risks leading to battling the spell-infused miners granting interaction into complex magic nature.
  10. D10=10:An illusionary wall hides an underground grove bathed in luminous light. Picking any fruit from the trees grants unseen magic powers for a day, though the next dawn causes horrid nightmares.

d100 = 16

  1. D10=1:Deep within the limestone cave, there is a series of dripping stalactites that form an eerie symphony. At the base of the grand chamber, 3d6 luminescent fungi cast an otherworldly glow, exposing ancient rune-carved walls. The players will find a solitary hooded figure studying the runes. He is a lorekeeper named Elandor who is searching for a fragment of an ancient prophecy. When spoken to, he warns of 2d4 lurking shadow creatures that drain life force. Players can either help Elandor decode the prophecy, risk facing these creatures, or ignore him and proceed, dealing with the consequences of the prophecy themselves later.
  2. D10=2:Players come across a small, kobold tribe. The kobolds are fleeing from a group of giant spiders. The spiders will attack if any players approach.
  3. D10=3:The players walk into a room filled with broken mirrors and glass shards all over the floor. If anyone steps on one of these shards, it will cut their feet open and cause them 1d4 damage per shard that is stepped on by anyone.
  4. D10=4:The party finds a chasm spanned by a bridge apparently made of woven shadows. As they cross, 1d4 nightmare creatures, phantoms of past fears, emerge from the darkness to attack. Successfully confronting these fears makes the bridge tangible, teaching profound lessons about courage, but failure might banish players into realms of eternal fear.
  5. D10=5:As you push onward, clanking sounds lead you to a cavern filled with intricate clockwork traps set by a clan of 1d8 tinkering goblins. They have repurposed the contraptions to guard their stash of stolen treasures from the outside world. Ideally, a clever approach without being noticed might yield information regarding other valuables and rumors of their shady associations with a nefarious underground market influencing the land above, but failure could also lead to an explosive encounter.
  6. D10=6:The players find an intricate mural depicting a prophecy in which they play a central role. The prophecy shows both a future of great success for the land but also great personal sacrifice. To unlock the next step, they must willingly shed blood on the altar before it.
  7. D10=7:Players stumble upon a near-dead druid, encased in a crystal that siphons his life force. Communicating with nature around you, working to unravel the enchantment, and protecting the druid from accompanying dark spirits involves a rich combination of magic, nature connection, and physical defense techniques.
  8. D10=8:The air feels oddly thick, and breathing becomes slightly laborious.
  9. D10=9:A section of the cave wall is adorned with ancient, faded cave paintings.
  10. D10=10:An eerie silence pervades as you enter a chamber filled with strange, oscillating crystals. These are home to 3d8 Resonance Specters, spirits bound to the melodies vibrating through the crystals. They protect the harmony of this chamber from discordant energy. Presenting harmonic music or sharing knowledge of epic ballads might allow a safer exploration, uncovering crystals that can store spells or hints to ancient bardic knowledge.

d100 = 17

  1. D10=1:The cave walls suddenly shimmer with reflections, and the party realizes they’ve entered the domain of 1d12 Mirror Phantasms. These spectral entities can duplicate the physical appearance and abilities of those they encounter. Combat with the Phantasms is like battling one’s own mirror image. Alternatively, engaging in a deep philosophical discussion could convince the Phantasms to share secrets about the mirrored realms, revealing access points to alternate realities where the consequences of actions differ dramatically.
  2. D10=2:An oppressive scent of decay reaches the parties; the chamber is a nest of putrefying fungi attracting 2d4 rotspawns. At the center, Lenora, a master poisoner, tries to identify the deadliest spores. Helping Lenora extract the poison grants special resistance and poisons knowledge. Players disturbing the rotspawns summon combat risk corrosion and contagious afflictions against hazards.
  3. D10=3:The cave widens into a large chamber filled with peculiar rock formations.
  4. D10=4:As the group is walking through the cave, they hear a loud cry of pain coming from further ahead. When they investigate, they find a group of goblins torturing a humanoid figure. If the players intervene, they will be attacked by the goblins.
  5. D10=5:Chilled droplets fall from above, dampening your hair and shoulders.
  6. D10=6:A group of 10+ bandits are sleeping in this room, they were expecting a much larger group and they were surprised by the PCs. The bandits attack and yell orders to one another in an attempt to kill the PCs.
  7. D10=7:Estranged from his clan, a half-orc named Brutus is found making traps. He offers his skills to the party for food and company, explaining that he left his clan after a philosophical disagreement—he believes in creating traps that “surprise but not kill.”
  8. D10=8:Players hear dripping water and an echo of dripping water.
  9. D10=9:A cavern echoing with splashing sounds draws you closer, and 3d6 merfolk can be seen trapped in a dried-up pool. Will you offer them aid, or ignore their pleas for assistance and risk their wrath when the tide shifts?
  10. D10=10:A rogue with 1d4 mimic allies is attempting to steal a tome of forbidden knowledge. The cave's organic walls pulse and shift, creating new pathways and dead ends. Mimics hide as everyday objects, making every decision fraught with peril. Combat, negotiation, or wit may lead to different outcomes and plot revelations.

d100 = 18

  1. D10=1:An albino lizard whispers secrets of lost realms from a contained terrarium. Learning one imparts world knowledge but makes the holder an instant target for inquisitors.
  2. D10=2:In one cavern, the party encounters a peculiar hermit crab named Shelldon who resides within a massive geode. Shelldon can communicate through a series of taps and scratches on his shell, offering insight into geological phenomena and hidden treasures within the cave.
  3. D10=3:The passage ahead is blocked by a large boulder that looks like it's been there forever.
  4. D10=4:The players come across a small room filled with bones and rubble. At the center of the room is a large, ancient looking chest. If the players try to open the chest, they will be attacked by two large skeletons that emerge from the shadows.
  5. D10=5:The players hear chanting. They see 2d4 humans. They are dressed in black robes with hoods covering their heads. They are carrying a box covered with a black cloth. The humans are cultists of a dark god who have been performing a ritual to summon a demon. If interrupted, they will attack the players.
  6. D10=6:Descending deeper, the players encounter a poisonous gas pocket guarded by 1d8 yuan-ti. The air is toxic, causing coughing fits and blurred vision. Solving the puzzle to divert the gas flow while fending off the yuan-ti might reveal an ancient control room.
  7. D10=7:An unsettling silence unfolds in a circular chamber, where the players discover 2d4 sleeping cave bats. A gust of wind threatens to wake them. Players can strategize quietly to escape without disturbing them, or try to gather prominent materials while fate hangs in the balance.
  8. D10=8:The walls are covered in tiny fossils that tell tales of ancient past.
  9. D10=9:The sound of screaming and yelling leads you to a small cave. You see a group of 4d4 goblins fighting over a human body that is tied to a stake in the middle of the cave. The goblins will not notice you unless you get too close, in which case they will attack you as well.
  10. D10=10:Upon crossing an underground river, the players find an ancient stone bridge with intricately carved runes depicting a distant war. Midway across, 2d4 shadowy phantoms rise from the water, whispering secrets of the legendary Battle of Black Oak. Players must decide whether to listen to their haunting tales or fend them off—listening brings wisdom but risks possession, while fighting may bring harm to the bridge itself.

d100 = 19

  1. D10=1:The stir of acrid air signals downfall as the collapsed remains of a rebel outpost scatter across. Their freedom ambitions crushed, the rebels’ final letters and relics recount tales of martyrdom promising rewards yet unveiling manipulations by higher powerhouses requiring somber decision-making.
  2. D10=2:A man and a woman are arguing about whether or not they should trade the woman's horse for a dog. The man is holding a large dog by a leash.
  3. D10=3:A strange and powerful spirit dwells in a cave. It has the power to grant wishes, and it will test the players' courage and strength before allowing them to make a wish.
  4. D10=4:They arrive at a crossroads marked by ancient runes predicting an impending geological disaster. An elderly sage emerges, urging them to choose the right path. The sage offers wisdom and a powerful relic if players safeguard a group of 3d8 refugees fleeing from a collapsing cavern.
  5. D10=5:A small tunnel that leads up from the depths below leads to a giant cavern with a large lake, this lake is actually the liquid remains of a burned-out volcano, the lake is 60 ft. deep and the depth is only determined by a large section of the lake that is 20 ft. deep. A group of 1d6 Giant Poisonous Frogs are living on the bottom of this lake.
  6. D10=6:The players come to a cave that smells like blood and death. Inside, they find a horde of 2d8 zombies. The zombies are wearing bloodstained robes of a cult that worships a demon lord.
  7. D10=7:The cave's layout forms an almost perfect circle around you.
  8. D10=8:2d4 stone giants have been tricked into guarding a false treasure room. Can you outwit or overpower them to discover the true hidden passage? The chamber is filled with deadly traps and collapsing ceilings, requiring nimble feet and quick wits. The deeper you go, the more distorted your reality becomes, hinting at powerful illusion magic.
  9. D10=9:A group of 2d6 soldiers are on patrol in the area, making sure there are no signs of an approaching army or invasion. They will question the party, making them prove they are not enemies.
  10. D10=10:A group of 2d6+2 dwarves are here, trying to dig their way down into the Underdark through this cavern. If players help them dig, they will find an underground river that leads down into the Underdark after a few days of work.

d100 = 20

  1. D10=1:Under a sleeping bag, the players come across a small baby drow. It is too young to talk, but it can see into the magical spectrum and it can cast very weak spells.
  2. D10=2:The party stumbles upon a group of bugbears playing a game of dice. If they get too close, the bugbears will attack them with clubs and spears.
  3. D10=3:Buried within the depths of the cave lies a long-forgotten library guarding its secrets with sentient golems. The records within contain forbidden knowledge that various factions covet to solidify their power. As the adventurers explore, the struggle between sages, renegade scholars, and cultists over these lost tomes tightens around them, placing them in the heart of an intellectual and arcane war.
  4. D10=4:Players find a group of 2d4 giant rats. The rats will attack the players if they get too close.
  5. D10=5:Players come across a group of 2d6 dwarves who are digging for ore in the caves.
  6. D10=6:A hobgoblin comes out of the shadows with a small group of goblins behind him. He is badly wounded and tells the players "Please, I beg of you to kill me." He has a magical sword and a strange gem that glows when you press it.
  7. D10=7:You find a small, crumbling altar where 2d4 murky spirits float aimlessly. They murmur incoherently, searching for something lost. A successful roll can help you find their lost item, leading to either their gratitude or a frosty confrontation if you misinterpret their needs.
  8. D10=8:Upon entering a labyrinthine section of the cave, the characters see light reflecting off polished crystals forming natural lamps. A community of peaceful crystal giants, numbering 2d4, reside here. They provide sanctuary and share the history of the crystals if the characters help reclaim their territory from invasive 3d6 dark dwarves.
  9. D10=9:Love scrolls are discovered bringing ancient tales of halfling love within crystalline caves amid rumored 1d4 beholders and fierce artifact night-mares touching on ancient alliances and sinister alliances.
  10. D10=10:You notice subtle but noticeable vibration in the ground, hinting at geological activity.

d100 = 21

  1. D10=1:A group of 2d4 dwarves are arguing about what to do next. One of them suggests that they should attack the party, but no one else agrees with him.
  2. D10=2:A frightful symphony of skittering signals the presence of 2d4 rust monsters scavenging an abandoned dwarven garrison. Stone-carved murals illustrate failed defenses against an overwhelming enemy, hinting only teamwork could reclaim lost wonders and avert monsters' magnetic destruction.
  3. D10=3:A group of 2d6 giant ants are attacking some giant lizards. The lizards will attack the players if they get too close.
  4. D10=4:The flicker of candles illuminates 1d6 necromancers huddled in a shadowy corner, reading from an ancient tome. If they see you, will you attempt to communicate with them or use this chance to slip away with knowledge of dark practices?
  5. D10=5:A sudden rockfall traps the characters. As they struggle to free themselves, an ethereal being resembling a legendary hero of their world appears, offering advice and hope. The spirit reveals secrets about the cave network, warning of 3d4 rust monsters ahead but also hinting at hidden treasures.
  6. D10=6:Two enormous spiders are fighting over territory and will attack anyone who comes near them if they notice them.
  7. D10=7:You find a fragment of old parchment, its writing too faded to read.
  8. D10=8:They discover 1d4 stone guardians hiding in plain sight, their carvings depicting a significant forewarning for a coming invasion. The earthy scent tinges with age. Solving their riddle might stop the invasion or be cursed, complicating crises above.
  9. D10=9:They encounter an abandoned camp with 2d4 pursuing ghouls. Upon slaying them, a diary tells the tale of doomed explorers, inviting reflections on mortality and courage.
  10. D10=10:A loud crash sends rocks tumbling down toward 2d3 dwarf prospectors searching for gems. Players can join their search or flee from danger, aware that the commotion may attract larger threats from deeper in the cave.

d100 = 22

  1. D10=1:Players come across 2d4 giant bats who are swooping around in the darkness of the caves.
  2. D10=2:Lovestruck luminary grottos convey fluffy unraveling magic distinct deliberations trickling deer-dog zephyrs escalating hushing in twilight perceptions.
  3. D10=3:Players find a group of 2d4 kobolds who are looking for a lost idol. The kobolds will not attack the players as long as they don't interfere with their mission.
  4. D10=4:Midnight beetles, glowing with a surreal light, congregate around a slumbering giant, deep within the cave. If players succeed in befriending the beetles, they may earn access to hidden knowledge. Fail to navigate the area carefully, and they risk waking the giant.
  5. D10=5:At the brink of an underground chasm filled with roaring wind, players notice makeshift bridges precariously rigged. Traversing this volatile area necessitates not only balance and dexterity but dealing with 1d4 harpies swooping through the air, shrieking their enrapturing songs. Players may risk combat or devise clever distractions, each choice revealing levels of peril and possible aerial pathways beyond the chasm.
  6. D10=6:The party encounters 2d4 cave fairies weaving glowing webs of light to brighten the dark tunnels. They offer the party a magical lantern but warn them of 3d6 goblins lurking nearby that might try to steal it. The fairies suggest a stealthy approach or preparing for combat.
  7. D10=7:A dwarf named Bramblebeard is collecting unique stalactites and stalagmites to build what he calls “the perfect beard comb.” If the party helps him gather specific formations, he offers a small magical item in return, like a comb that increases Charisma temporarily.
  8. D10=8:Crystals envelop tale-flowered labyrinth stones flowing serenely prompting orchestrated flowers haunting chasm globular mines nurturing diverse conferences illuminating hooks among fierce obscured tendrium.
  9. D10=9:1d6+2 goblins are frantically leading 1d4+2 human slaves (dungeon rompers) from the cave. They are going to sacrifice the slaves to the goblins god.
  10. D10=10:A slumped figure against the wall is a half-starved merchant who begs for food and company, claiming knowledge of a secret treasure. If rescued, players can uncover both real treasure and hints of a larger conspiracy. Ignoring him may invoke the curse of undying hunger in his despair.

d100 = 23

  1. D10=1:Players come across a group of merchants that have set up a small camp in the cave. They will sell players any items they are in need of, but will not buy anything.
  2. D10=2:Players find a group of 2d6 undead skeletons. The skeletons will attack the players if they get too close.
  3. D10=3:In a serene underground lake, characters witness a shimmering mermaid weaving threads of light underwater. She sings a calming song, dispelling the malevolent spirits of 6d6 cursed skeletons emerging from the depths. She offers her protective charm in exchange for retrieving a lost locket from a dangerous submerged cavern.
  4. D10=4:An eerie silence pervades as you enter a chamber filled with strange, oscillating crystals. These are home to 3d8 Resonance Specters, spirits bound to the melodies vibrating through the crystals. They protect the harmony of this chamber from discordant energy. Presenting harmonic music or sharing knowledge of epic ballads might allow a safer exploration, uncovering crystals that can store spells or hints to ancient bardic knowledge.
  5. D10=5:You stumble upon a crypt-like chamber where the walls are covered in frescoes of ancient battles. 3d4 spectral soldiers rise from sarcophagi to duel anyone who steps inside. Each defeated soldier reveals fragments of an ancient prophecy concerning a terrible doom approaching from the east.
  6. D10=6:Lurking among the rocks lies a small group of 1d8 armadillo-like creatures, their spikes gleaming. If players can befriend them, they gain a valuable ally for future encounters.
  7. D10=7:The sound of screaming and yelling leads you to a small cave. You see a group of 4d4 goblins fighting over a human body that is tied to a stake in the middle of the cave. The goblins will not notice you unless you get too close, in which case they will attack you as well.
  8. D10=8:If a player touches a stalagmite in the middle of the cave, it will come to life as a Gray Ooze.
  9. D10=9:While exploring a flooded section of the cave, players come across an underground river. The ancient flow holds a current that drags toward a dangerous whirlpool. Swimming across draws the attention of 2d6 cave-dwelling eels that guard their underwater territory zealously. Can the players cross safely, or will they succumb to the eels' lightning-fast strikes?
  10. D10=10:A drowsy ogre named Grumble snores loudly in a corner, using a stalagmite as a pillow. Waking him might provoke a fight, but sneaking past could lead to hidden goodies he's carelessly napping beside.

d100 = 24

  1. D10=1:The players come across a giant spider web blocking the entrance to a cave. If they investigate, they will find a giant spider weaving the web. The spider will attack if the players get too close.
  2. D10=2:A group of 1d4+1 orcs are searching for something. If players approach, they will attack without warning.
  3. D10=3:An old man is sitting on the ground. The party will notice that he has a large snake wrapped around his neck. The snake will greet the party, but the man will not move or talk. The party will notice that his eyes look like snake eyes.
  4. D10=4:A group of 3d6 orcs are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the orcs.
  5. D10=5:Two ogres are fighting over the last bit of their dinner in this room, which is a dead dwarf. The ogres are surprised by the PCs unless the players approach loudly.
  6. D10=6:You find a shimmering pool of water, gleaming in an otherwise dark cave. Drinking from it grants a temporary boon of greater strength. However, anyone who drinks has their hair color permanently changed to an unnatural shade.
  7. D10=7:The players hear a knock on the door of their room from down below. When they go down to answer, they find a group of children from the inn wanting to play with them. The children appear to be normal, but upon further inspection, the DM sees that their eyes are tainted with a brownish color, giving off an evil and sadistic gleam. The children begin to ask the party if they want to play a game of hide-and-seek or chase. A DC 21 Wisdom (Insight) check will reveal that the children are actually demons in disguise, trying to get the party off guard. The DM can decide if they want to add more to this encounter or if he want to go a different route.
  8. D10=8:Pulsing blue veins lace the cavern walls, hinting at powerful magic. Shrouded in darkness, 3d10 Arcanot Spiders lurk, their webs crackling with arcane energy. They are fascinated by spells and scrolls, attacking irrational intruders. Offering rare spells or sharing arcane knowledge appeases them, revealing spellbooks or paths charged with magical energy that enhance or disrupt spellcasting.
  9. D10=9:The party is attacked by 2d6 black bears. The black bears are led by an evil druid. The druid has a level of 5. The druid is wearing a bear skin cloak. The druid is also carrying a wolf hide satchel. The druid is also carrying a sling.
  10. D10=10:The party arrives at a chamber filled with a haze of phosphorescent spores, producing mild hallucinations. Amid this surreal scenery, they encounter 2d6 mushroom-men druids performing a mysterious ritual. The druids believe dueling the players will strengthen their magic, leading to a battle where reality warps beneath their feet.

d100 = 25

  1. D10=1:Players find a hidden chamber with a giant statue in the center. If touched, the statue will start to move and attack.
  2. D10=2:In a subterranean lake, the party meets Laria the Nixie, who sings hauntingly beautiful songs. She offers to enchant the party's weapons with water-based magic if they rid her lake of a troublesome water elemental named Splashthrax.
  3. D10=3:A mesmerizing constellation lights the roof of an enormous cavern. Studying it provides prophetic dreams, but causes temporary aphasia.
  4. D10=4:A dark cavern entrance is blocked by 1d4 stone golems. The air is thick with ancient enchantments. Solving the riddle inscribed on the wall could deactivate the golems, else they must be fought in a valiant showdown.
  5. D10=5:Down spiraling to more off-limits depths, the air grows stale and oppressive with 3d6 cursed miners deeply hypnotized. At the helm, Elerian, a mind-weaver attempts to unravel the spell cursing the miners. Assisting him explores intricate details of the curse while facing alternative risks leading to battling the spell-infused miners granting interaction into complex magic nature.
  6. D10=6:Convivial laughter greets the party's arrival in an enchanting chamber, with 1 beautiful unicorn offering wisdom on their quests. Warmly reminiscing about its past human friendships, its elated form is what a powerful basilisk colony seeks to petrify.
  7. D10=7:The players come across a group of 2d6 skeletons in the cave. The skeletons are guarding a powerful magical artifact, and they will attack if the players try to take it.
  8. D10=8:A group of 1d10 orcs are preparing for an ambush. They can be seen sharpening their spears and practicing their fighting skills in front of a large pit trap that has been dug in front of their camp.
  9. D10=9:Rushing water reveals an ancient aqueduct housing 2d6 cave fishers. Navigating stealthily or combat makes it a metaphor reflecting on hidden currents of fate.
  10. D10=10:A group of 3d4 goblins are fighting over a dead deer. There is a 50% chance that a group of giant rats will come down from the ceiling and attack the goblins.

d100 = 26

  1. D10=1:A powerful thief with 3d4 mercenary minions seeks to steal a map of ley lines hidden deep in the cave. The air seems charged with latent magic, its electric hum vibrating through the stone. Strategies involve deception, brute strength, or aligning with unexpected allies—all altering magical flows in the broader world.
  2. D10=2:The temperature drops noticeably, and small icicles form on the ceiling.
  3. D10=3:Players see a group of 1d4 goblins fighting over a small treasure.
  4. D10=4:You enter a chamber filled with mummies. The mummies are actually guardian constructs who will attack anyone who enters the chamber.
  5. D10=5:A group of 10+ bandits are sleeping in this room, they were expecting a much larger group and they were surprised by the PCs. The bandits attack and yell orders to one another in an attempt to kill the PCs.
  6. D10=6:The players come across a long abandoned village/town. There are still items and things that are left behind.
  7. D10=7:A group of 2d6 orcs is sitting around a campfire. A gnoll shaman is dancing in front of them. One of the orcs will offer to trade a magic sword for something the players have. If they accept, the sword will turn into a wand when they touch it. It looks like a wand but attacks like a longsword.
  8. D10=8:The party sees what appears to be an abandoned campsite. If they investigate, they will find that it is actually a trap set by a group of 4d10 bandits who are hiding in the shadows, waiting for someone to pass by so they can ambush them.
  9. D10=9:A spidery web clogs a whole passageway, and 1d3 giant spiders are diligently spinning more. Players can choose to cut through the web to explore or find an alternative route.
  10. D10=10:A tunnel opening leads to a ledge over a dark abyss. The howl of wind seems haunted, and a chill runs through you. Suddenly, 2d4 frost wights emerge, using the wind’s cry to cloak their approach. Their necromantic frost can instantly freeze blood. Do you withstand their cold embrace, or will you try to traverse the narrow ledge and find a way across the chasm before becoming their icy prey?

d100 = 27

  1. D10=1:The players come to an underground river. In the center of the river is a giant fish skeleton. If players walk through the river, they will be attacked by 2d6 giant eels.
  2. D10=2:A slight incline makes the cave's floor difficult to traverse without slipping.
  3. D10=3:The party finds a bard named Lyra singing her heart out to a group of utterly bored cave bats. Lyra believes her songs can charm even the stones, and she might join the party if they promise to be her new audience and help her find inspiration in deeper caverns.
  4. D10=4:The air grows dense, electricity crackling in the air. Entering a crystalline cavern, you find 2d4 Lightning Sprites darting about, leaving trails of energy. These beings are quick to anger but curious about the arcane. Diplomacy might involve casting carefully controlled lightning spells or intriguing them with tales of thunderous cataclysms. Their favor might show paths charged with latent energy, granting temporary speed boosts or access to forgotten stormcallers' scrolls.
  5. D10=5:A strange and powerful spirit dwells in a cave. It has the power to grant wishes, and it will test the players' courage and strength before allowing them to make a wish.
  6. D10=6:Players encounter an old wizard. The wizard will offer to teach the players some magic in exchange for something valuable.
  7. D10=7:The players encounter an orc brute and his gang. They are looting a dead troll. They are also looking for something that they think is under the troll.
  8. D10=8:Damp moss carpets a section of the cave where 2d4 pixie-like creatures frolic. They’re playing pranks and will entice players to join or face annoying spells. If players indulge, they might face magical mishaps that could affect their abilities in deeper parts.
  9. D10=9:Enshrouded in smoke and echoes of pain, they find a tribe of 3d4 grimlocks following the psychic will of an elder brain. Defeating the brain halts the meddling, but assumes mind-shattering risks in perceptions.
  10. D10=10:Stumbling upon a skeleton clutching a ring in its hand, taking the ring grants increased dexterity but also places a ghostly mark that makes you visible to otherworldly enemies.

d100 = 28

  1. D10=1:The members come upon an eerily quiet part of the cave, where 2d4 shadowed figures reveal themselves as ghostly lovers from warring tribes. They seek the party's help in reconciling their tribes' feud, but must fend off 3d6 skeletons disturbed by the conversation.
  2. D10=2:The cave widens into a large chamber filled with peculiar rock formations.
  3. D10=3:A group of adventurers come across a group of 1d4 ogres. The ogres are led by a ogre warrior. The ogres are hunting a pack of wolves.
  4. D10=4:As the stench of death intensifies, the party encounters 2d4 rat swarms defended by a morose druid. Her tragic sect sacrificed nature to protect an ancient relic ensconced within the underground forest's opulent growth. Freeing the relic requires negotiating with the druid's withering heart.
  5. D10=5:You come across a group of adventurers who are searching for a lost temple. They are willing to share their information with the players if they help them find the temple.
  6. D10=6:The players come across an abandoned campsite. In the middle of the camp is an old painting of a wizard done in oils on a wooden panel with an oak frame. If players investigate, they will find that the camp was deserted recently and that the painting was left behind by mistake.
  7. D10=7:2d6 troglodytes patrol a large cave amphitheater, abundant with glowing stalactites, enforcing the will of a slumbering underground titan. They are stealing the lifeforce of trespassers to keep the titan subdued. Each decision—combat, stealth, or negotiation—takes you closer to awakening this ancient, catastrophic power.
  8. D10=8:A group of 1d4+1 goblins are dragging a pack animal with a broken leg. The pack animal is a snow-leopard. The goblins will fight any creature that attacks them. The goblins can be negotiated with.
  9. D10=9:The ceiling suddenly rises, revealing a large, open cavern.
  10. D10=10:The players encounter a group of dwarves who have lost a battle with a group of goblins. If players help the dwarves, they will help them in any battle against goblins.

d100 = 29

  1. D10=1:Strange, distant music seems to come from unseen corners.
  2. D10=2:The cave walls are covered in small, glittering crystals.
  3. D10=3:You find a stalemate of angry spirits trapped between dimensions amid a raging earthquake. Characters can choose to talk diplomacy or find the source of their anger. Both options bring catastrophic repercussions if players fail to resolve their grievances, leading to more fury.
  4. D10=4:A pool of quicksilver seems harmless until you pick some up. It solidifies into weapons, though these weapons cause a curse of lethargy when used for long.
  5. D10=5:A group of 5d4 merchants can be discovered sitting around a table playing a game of dice. The merchants are not interrupted and don't notice the players. One of the merchants has a large pouch of gold coins, which has been placed at the center of the table. A party of bandits are spotted walking down the other end of the hall, heading towards the merchants. The bandits are plotting how they are going to get the pouch tomorrow when the merchants will be sleeping. The players can choose to warn the merchants before they are attacked and killed, or they can try and steal the gold away from the bandits when they attack.
  6. D10=6:The players find themselves in a cavern where they hear the whispered desires of a demon trapped beneath the stones. It offers to grant one wish to each player in exchange for releasing a fraction of its power. The more they free, the more unstable the cave becomes.
  7. D10=7:A labyrinthine maze within the cave leads to an enchanted fountain guarded by 1d6 treants. Drinking from the fountain grants a vision of a celestial prophecy but costs the party a cherished memory each, weakening their bonds and memories of former heroics.
  8. D10=8:Within a jagged chamber, a gentle light filters through a series of bioluminescent fungi, revealing a peaceful doe drinking from an underground pool. The doe appears to be a magical creature that offers to guide the characters but warns them of 2d6 lurking trolls further ahead. The encounter emphasizes the balance of nature and trust in guidance.
  9. D10=9:Under the cave's cold and damp, the bones of 3d4 children and their heartbreakingly simple toys lie scattered. The children were captives used by an arcanist to power dark rituals, and their final serenades echo in the wind, forming a tragic chorus that alerts of lurking purple worms.
  10. D10=10:A gust of wind carries the faint laughter of mischievous spirits as players encounter 1d4 tricksters, ready with their pranks. They must decide to humor the spirits or confront them, knowing that the wrong choice could leave them in perilous situations.

d100 = 30

  1. D10=1:The players see a large web in the distance. Under the web is a giant spider. If players are in the path of the spider, it will attack them.
  2. D10=2:Whispering winds reveal a hidden passage to a sunken altar. Guarding it are 3d4 forlorn dwarven spirits, bound to defend a relic. The party reawakens a prophecy through their choices, intertwining fate.
  3. D10=3:Players come across an open room with an opening in the ceiling where they can see the stars twinkling in the night sky far above. In the center of the room is a small pool of fresh water. If players drink from the pool, they will be struck by a bolt of lightning for 1d10 damage.
  4. D10=4:Soft sung river chambers embrace narrative molds wielding enchantment under swift tears driven by distorted tides, sometimes exposing centaur warlocks.
  5. D10=5:A series of inscriptions lead you to 3d2 spectral warriors who mistake you for ancient foes. Diplomacy could save you, but a battle could reveal their secrets.
  6. D10=6:A group of 2d10 orcs hear the sounds of battle outside the cave. They rush to investigate. The party has no choice but to fight them.
  7. D10=7:You encounter a sleeping stone giant. Waking him grants you his favor and aid, but he'll take a treasure from you in a misguided sense of equality.
  8. D10=8:A giant, rust-colored boulder glows faintly with arcane symbols. Sitting upon it temporarily raises intelligence and wisdom but makes one vulnerable to strategic assault.
  9. D10=9:Damp moss carpets a section of the cave where 2d4 pixie-like creatures frolic. They’re playing pranks and will entice players to join or face annoying spells. If players indulge, they might face magical mishaps that could affect their abilities in deeper parts.
  10. D10=10:The players hear chanting. They see 2d4 humans. They are dressed in black robes with hoods covering their heads. They are carrying a box covered with a black cloth. The humans are cultists of a dark god who have been performing a ritual to summon a demon. If interrupted, they will attack the players.

d100 = 31

  1. D10=1:You see two bugbears chewing a dead human. The bugbears will try to eat the players if they get too close. The bugbears are eating the remains of a dead adventurer that lead a group of adventurers into the cave complex. The man got separated from his party, and the bugbears killed him.
  2. D10=2:A section of the cave reveals an underground garden, meticulously maintained by a hermit lich. The lich has found peace and seeks not to expand its dark influence. However, the lich's phylactery is essential to save a faraway kingdom from a necromantic plague, forcing the players to choose between two evils.
  3. D10=3:A group of goblins are running through the cave with a torch trying to catch something. They will attack the players if they get too close. They are chasing a small mouse.
  4. D10=4:On a narrow ledge, you find 1d6 harpies conspiring to raid a mythical Phoenix’s nest deep within the cave. Their shrill voices echo menacingly. Below, a chasm filled with crystalline spikes awaits any misstep. The harpies' hypnotic song tugs at your senses, requiring mental and physical fortitude to choose intervention, deceit, or a hidden path.
  5. D10=5:Spectral wails mark a cave filled with maddening phantasms. The party meets a desperate father who sacrificed his soul to trap 3d6 banshees. Their wails drown out his pleas as he shows secret escape routes in return for their help banishing the creatures and reuniting with his forsaken family in afterlife.
  6. D10=6:Players find a small shrine dedicated to an old god. Inside the shrine is a magical armor set with a +1 bonus to AC.
  7. D10=7:Rustled eddies bear tales romantics spellbound along caverns velocities narrowly maneuver dark quarrywood menaces longish nightshadow excavating enchanter’s serenade against covert dirge beyond reach.
  8. D10=8:The ground trembles beneath you as you navigate through a cavern with unstable rock formations. 2d6 earth elementals emerge, their forms shifting with the quake. Defeating them requires quick reactions, while conversing with them reveals seismic conspiracies threatening surface civilizations.
  9. D10=9:The party finds Silas, a bard who lost his courage and now hides in the cave to avoid performing under pressure. He carries a magical instrument that’s rumored to have once charmed a basilisk. If encouraged, he might lend his musical skills, for better or worse.
  10. D10=10:High relief-embellishment exuding silver sanctification harboring vine-metissery into nocturnal love wishes woven against dusk-coupled bounty marksmen shadows.

d100 = 32

  1. D10=1:Deep within the cave, the players find 1d8 kuo-toa cultists worshipping an eldritch entity. The atmosphere is thick with madness, compelling players towards their altar. Destroying the idol could end the terror, but turning away might cost their sanity.
  2. D10=2:A group of 2d6 pixies attack the players with an onslaught of arrows.
  3. D10=3:The ground vibrates ominously, revealing 2d4 injured cave gnomes piled in a haphazard heap. They need help but seem distrusting. You may opt to heal their wounds or convince them of your good intentions; failure could lead to their cries for farther reinforcements.
  4. D10=4:A hidden cavern opens up to a shimmering crystalline city under the rule of 2d4 crystal golems. This lost city offers rare mineral-based magic but suffers from the golems' strict governance. Aligning with rebels among its mineral inhabitants has dangerous stakes.
  5. D10=5:Players come across a group of 1d4 trolls that are looking for food. They will attack if provoked.
  6. D10=6:A subterranean lizard scurries out of sight when it notices you.
  7. D10=7:Glowing veins of mithril weave through the cave walls, guarded by 2d4 magma mephits. These creatures will attack unless a nearby ancient dwarf spirit's demands for reverence are met. Failing the spiritual test may send glowing ore to a nearby greedy king instead.
  8. D10=8:A group of 4 dwarves are exploring the cave, looking for treasure. They're sober and will trade with anyone they meet.
  9. D10=9:This room is filled with a foul stench that makes it difficult to breathe. Any character with a keen sense of smell will notice that the smell is coming from a patch of mushrooms growing on one of the walls here. If a character attempts to touch or eat the mushrooms they will receive 1d6 points of damage and be sick for 1d6 days (saving throw applies). The mushrooms are harmless to everyone except elves, who must make a saving throw versus magic at -2 or be paralyzed for 1d6 turns or until they receive healing or magical assistance.
  10. D10=10:The players find a dwarven vault being cracked open by 2d8 ogres. The air smells of greed and sweat. Choosing to aid or hinder the ogres reveals the wealth hidden within as well as a potential dwarven guardian's wrath.

d100 = 33

  1. D10=1:A group of 3d6 orcs are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the orcs.
  2. D10=2:The scent of sulfur permeates the air, suggesting nearby geothermal activity.
  3. D10=3:3d4 ettins are hidden in the rocks. They will attack the players when they come near.
  4. D10=4:A chamber filled with hypnotic crystal formations grants temporary clairvoyant powers if meditated upon. However, past memories become fuzzy and incomplete afterward.
  5. D10=5:The party happens upon Rictor, a human cursed to be half-visible. Part of his body appears ghostly and transparent. He seeks an ancient artifact rumored to be hidden in the cave to restore his corporeal form. He’ll offer his ghostly powers to the party in exchange for their help.
  6. D10=6:A low hum of energy pervades the air, visualized by occasional sparks leaking from ancient machinery. The cave opens into a large chamber where 2d4 clockwork abominations patrol. The repetitive grinding of gears contrasts sharply with the dripping stalactites. Ancient texts illuminate a forgotten alliance between surface nobles and a now-warlord abomination bent on surface conquest.
  7. D10=7:You see a group of 2d4 ogres eating a dead deer that is tied to a stake in the middle of their camp. If any of the adventurers get too close, they will attack.
  8. D10=8:There’s a faint, indistinct echo of dripping water deeper inside.
  9. D10=9:The players come across a group of 1d4 hobgoblins. The hobgoblins are led by a hobgoblin cleric. The hobgoblins are hunting a group of 1d6+2 hill dwarves.
  10. D10=10:As you traverse deeper into the caverns, an eerie wind howls through the rocks, carrying whispers of a past tragedy. Ahead, a shimmering portal flickers in the dim light, revealing 3d4 skeletal guardians fixing their hollow gaze upon intruders. You can either attempt to parley with their leader and learn the tragic tale of how they came to haunt the caves, or you can opt for a quick fight, risking the portal's power to summon forth more undead warriors from beyond if you fail to defeat them quickly.

d100 = 34

  1. D10=1:You see a group of 1d10 giant frogs eating a dead deer. If any of the adventurers get too close, the frogs will attack.
  2. D10=2:Entering an area suffused with the dripping of blood, they encounter 3d8 vampire spawn. The cavern vibrating with an intoxicating scent. The players must disrupt the rebirth of a vampire lord or face the rising of unholy armies.
  3. D10=3:An old pickaxe protrudes from a pile of rubble.
  4. D10=4:Moving through a narrowing passage, the players find themselves in a cavern filled with enormous bioluminescent mushrooms. The fungi emit a hallucinogenic spore cloud, causing players to see and hear things that aren't there. As they struggle with the line between reality and illusion, a shadowy figure that looks like their recurring nemesis taunts them, revealing twisted secrets about their past.
  5. D10=5:A group of elven rogues are stealing from the people who pass through the area. The players catch them in the act and are challenged to a fight.
  6. D10=6:You hear the unsettling sound of dripping water, punctuated by the slow crawl of 2d8 venomous snakes. A successful stealth check enables you to warn fellow adventurers about their presence.
  7. D10=7:A rock shaped like a sitting figure gives you a moment of pause.
  8. D10=8:The players hear a loud rumbling noise. A giant badger appears from a cave. The badger attacks the players with its claws and teeth.
  9. D10=9:Creeping mist envelops the party as a cave rivulet channels former soldiers rendered inert statues through an ancient miasma. The soldiers’ regrets document a failed defense against 3d6 shadows craving eternal drafts. Dispelling the mist delays broader continental miasma-reaching anomalies' grasp.
  10. D10=10:A group of 2d6 men from a nearby village are exploring the caves in hopes of finding treasure. They will ask the players for advice on whether or not to continue deeper into the cave system or turn back.

d100 = 35

  1. D10=1:Players see a group of seven orcs. They are missing their left arms and left legs. Their bodies are twisted, as if they were broken and put back together wrong.
  2. D10=2:A colony of bats suddenly takes flight, causing a flurry of activity.
  3. D10=3:The sound of dripping water guides you to a leisurely stream inhabited by several 1d6 frogfolk. They greet you with an offer to trade useful items but are highly persuaded by shiny trinkets. Do you bargain with something of value or leave the passing strangers be?
  4. D10=4:A group of 2d6 goblins are walking back and forth in front of the cave, hoping to protect it from non-goblins. If the party approaches, they will attack. They have 2 hobgoblins with them that will join the fight if it looks like the goblins are losing.
  5. D10=5:The party hears a group of orcs arguing about something. If they investigate, they will find them arguing about whether or not to attack the party first or to attack the nearby village first.
  6. D10=6:The players come across a small room filled with bones and rubble. At the center of the room is a large, ancient looking chest. If the players try to open the chest, they will be attacked by two large skeletons that emerge from the shadows.
  7. D10=7:The players stumble upon a broken magical mirror that reflects them with grotesque deformities. Fixing the mirror might grant them valuable future insights, but requires components from harming innocent creatures that live nearby.
  8. D10=8:Black fog fills the chamber up ahead, pulsating with sinister energy. The cave groans as if a mouthpiece for dark forces. Emerging from the smoke, 2d4 wraith knights approach, exuding cold that freezes breath in the air. Do you battle these manifestations of lost kings or find the object tethering their souls to the living, diving into millennia of lost history?
  9. D10=9:The players hear loud singing. When they investigate, they find a group of 3d10 gnomes singing and celebrating. They are all drunk and have lost their way home. They will offer the players ale and food if they help them get back home safely.
  10. D10=10:The players encounter a group of dwarves who have lost a battle with a group of goblins. If players help the dwarves, they will help them in any battle against goblins.

d100 = 36

  1. D10=1:A group of 2d6+5 hobgoblins are hiding from a party of adventurers, the hobgoblins are hiding in a large cave that has three exits. The hobgoblins are hiding in the middle of the cave behind a large boulder that is blocking one of the cave exits, the hobgoblins are armed with shields and swords and they are wearing chain mail armor, the hobgoblins are 1 HD creatures.
  2. D10=2:A group of 1d4+1 goblins are dragging a pack animal with a broken leg. The pack animal is a snow-leopard. The goblins will fight any creature that attacks them. The goblins can be negotiated with.
  3. D10=3:The players find a group of 1d6 goblins. The goblins are hunting a deer. If players attack the goblins, the deer will run away. The goblins will attack the players with spears and axes.
  4. D10=4:You see intricate mosaics showing forgotten exploits. Gazing upon them showers you in celestial light, boosting charisma, but dozes you into a dream-like trance unpredictably.
  5. D10=5:Amidst a vast chamber filled with stalactites, a prophetic bard appears, singing tales of future glory and hope. To pass through safely, characters must decipher these melodies to avoid 3d6 stone golems, unlocking a path that hints at larger world conspiracies.
  6. D10=6:The players come across a giant spider web blocking the entrance to a cave. If they investigate, they will find a giant spider weaving the web. The spider will attack if the players get too close.
  7. D10=7:A section of the cave is they encounter is a maze bathed in eerie bioluminescence, patrolled by 3d4 grell. Each twist and turn hides lethal traps, and the walls whisper secrets of a forgotten queen's curse.
  8. D10=8:A group of 2d6 orcs is sitting around a campfire. A gnoll shaman is dancing in front of them. One of the orcs will offer to trade a magic sword for something the players have. If they accept, the sword will turn into a wand when they touch it. It looks like a wand but attacks like a longsword.
  9. D10=9:A group of 2d4 harpies are perched atop a ledge in the caves. They will attack the players if they try to pass by.
  10. D10=10:Players enter a stark, geometric cavern where gravity seems inverted. Stalactites act as bridges and floors curve into ceilings. Here, the players must navigate this topsy-turvy environment while evading attacks from 3d6 giant bats with luminescent wings that distort visibility, and an eerie echo of their nemesis’s laughter reverberates.

d100 = 37

  1. D10=1:A sudden cave-in blocks the path behind the adventurers, trapping them in a cavern littered with bones. From the darkness come 2d6 ghouls, emerging from hidden recesses to claim new prey. The players must fight to clear the rubble or find another path while defending themselves from the relentless undead.
  2. D10=2:As your footsteps echo, you stumble upon a cave where stalactites drip with glistening, sweet-smelling sap. 2d4 saplings patrol the area, guarding this rare resource. You can attempt to engage them peacefully to discuss sharing the sap or challenge them for a risky fight over the treasure.
  3. D10=3:The players see a group of 4x goblins running down the hall trying to catch something. They are chasing a small dog.
  4. D10=4:A group of 1d8 uruks is marching down the tunnel following the hobgoblins. The uruks are following blindfolded. The hobgoblins will fight to defend their prisoners.
  5. D10=5:The echoing sound of dripping water accompanies your discovery of an underground lake, yet 3d6 lizardfolk seem hostile. Your choice: negotiation or hasty retreat before a fight.
  6. D10=6:The haunting sound of chains brings the players to a cavern where 1d4 imprisoned celestials are guarded by 2d6 shadow demons. The air pulses with dark magic. Freeing them could sway divine battles, but the demons would unleash their full fury.
  7. D10=7:The walls of the cavern gleam with crystalline deposits, attracting the attention of 3d6 greedy pixies. Engaging diplomatically may earn players unique gems, or be met with hostility.
  8. D10=8:You find a subterranean library enveloped in eerie silence. 3d6 shadows hunt for the forbidden knowledge hidden in cursed books. Delving into the forbidden lore reveals arcane secrets of history but may darken the players' souls irreparably.
  9. D10=9:A group of 2d6 men from a nearby village are exploring the caves in hopes of finding treasure. They will ask the players for advice on whether or not to continue deeper into the cave system or turn back.
  10. D10=10:A master illusionist and their 1d4 shadowy constructs are planning an elaborate heist on a magically hidden vault. The twisting, lightless passages blur the lines between reality and trickery. As you navigate the illusions, you must use wits, magic, or brute force to survive. Hidden glyphs reveal a looming, larger conspiracy.

d100 = 38

  1. D10=1:An abandoned mining shaft resounds with hollow coughs. Haunted by 2d6 miners' ghosts, the way forward is a balance of confrontation and empathy, deciphering their suppressed fears.
  2. D10=2:Deep within the cave, the party encounters a sentient mushroom named Mylok. Mylok communicates telepathically and offers cryptic advice. He asks the party to eliminate a species of underground beetle that’s been eating away at his kin, rewarding them with rare alchemical ingredients.
  3. D10=3:The sound of clattering metal hints at 2d6 scavenging bandits vying for weapons hidden within a cave. Trusted alliances or bold deception can alter how the situation unfolds—it could serve either as an opportunity or a deadly confrontation.
  4. D10=4:A verdant dryad named Lillia has her roots set mistakenly deep into cavernous stoism. Offer to help her return to the surface for a blooming thank-you gift of protective blossoms.
  5. D10=5:The tunnel suddenly widens into a grand, underground hall adorned with ancient dwarven statues. As you step forward, you awaken a colossal stone golem guarding the space. The golem’s weakness is hidden in the inscriptions on the statues, requiring the characters to fight strategically while deciphering the clues. Only teamwork—some studying the runes while others fight or distract the golem—will lead to victory.
  6. D10=6:Deep within the earthen core, players discover an enormous water clock still ticking. Guarding this wondrous contraption are 1d6 water elementals drawn into its machinery. Modifying the time alters the cave’s ancient magic, necessitating a careful blend of combat and arcane skill to control its powers without incurring elemental rage.
  7. D10=7:A sudden gust of wind sends the sand swirling underfoot.
  8. D10=8:A mirage of forgotten warriors arises, leading players deeper into the cave. But be warned—their defenses summon 3d8 dire wolves. Players may choose to engage with the soldiers or avoid them, racing against time. Influence with practical negotiation builds new paths forward, while battle spells inevitable repercussions.
  9. D10=9:At a subterranean waterfall, the players encounter 1d4 banshees. The air is cold and filled with the scent of wet stone. A bridge crumbles underfoot, and the spectres' wails reveal the tale of a long-lost lover searching for a missing amulet.
  10. D10=10:A human with a large sack on his shoulder runs toward the party from the north. He is looking for a group of people to help him. He has been hiding in these caves from a group of thieves. The thieves have been chasing him for days. The thieves set fire to his house ten days ago, and he has been on the run ever since.

d100 = 39

  1. D10=1:A square-shaped room appears too perfect in its design, causing suspicion. A single 1d6 phantom tries to scare players away. They can try to communicate intelligently or flee, realizing that escape may attract other lurking dangers.
  2. D10=2:In a narrow passage, 1d4 lovebirds carved a heart into the stone. Overhearing a discussion of their next destination, they reveal deeper ties to a vast rebellion against an empire. However, they are pursued by 2d4 wyverns, creating a tense travel challenge.
  3. D10=3:Shadows flicker, and you spot a curious newtfolk lounging on a rock, examining a minuscule object. They’re quite entranced but seem nonchalant. You can either approach and inquire about the shiny object or back off, risking potential misfortune if they’re hiding something dangerous.
  4. D10=4:Your footsteps disturb a small flock of ravenous cave birds that fly away.
  5. D10=5:The path ahead is covered in rubble and debris. A nearby sign warns players not to enter. The message is written in the language of the Old Empire, the language of the Old Republic.
  6. D10=6:A large cavern has been turned into a mushroom farm. If the players approach, they will be stopped by a group of dwarves. They will ask the players if they are here to buy mushrooms or if they are just passing through. If the players say they are here to buy mushrooms, the dwarves will allow them to pass. If the players say they are just passing through, the dwarves will ask them to leave their territory.
  7. D10=7:A low ceiling passage forces you to crouch as you proceed.
  8. D10=8:The cave is filled with 2d6 goblins, who are drinking and smoking the "blue leaf".
  9. D10=9:The players hear a loud rumbling noise. A giant badger appears from a cave. The badger attacks the players with its claws and teeth.
  10. D10=10:A powerful crystal at the core of the cave can rebirth fallen allies, but each use curses the reborn with an insatiable hunger for the very life force of their closest friends.

d100 = 40

  1. D10=1:Amidst a vast chamber filled with stalactites, a prophetic bard appears, singing tales of future glory and hope. To pass through safely, characters must decipher these melodies to avoid 3d6 stone golems, unlocking a path that hints at larger world conspiracies.
  2. D10=2:You hear the unsettling sound of dripping water, punctuated by the slow crawl of 2d8 venomous snakes. A successful stealth check enables you to warn fellow adventurers about their presence.
  3. D10=3:Rushing water reveals an ancient aqueduct housing 2d6 cave fishers. Navigating stealthily or combat makes it a metaphor reflecting on hidden currents of fate.
  4. D10=4:Echoes of ancient battles resound as ghostly legions (2d8 spectral soldiers) march, perpetually reliving their last moments. Insightful players might disrupt the repetition by appeasing the ethereal commander, granting the spectral soldiers peace. Failing this, the phantom war will embroil them in relentless strife.
  5. D10=5:The players hear noises coming from the main chamber ahead. If they investigate they will find a group of kobolds are playing with a ball. They will run away. If the players follow them, they will end up in a room with a bunch of kobolds, who will attack.
  6. D10=6:The players find a campfire with 2d6 goblins and 3d2 hobgoblins huddled around it. They are laughing at some dirty joke. There are various items scattered about the camp. If a goblin sees a player, then they will attack them.
  7. D10=7:You stumble upon an empty, ancient stone pedestal.
  8. D10=8:A group of 2d6 goblins are walking back and forth in front of the cave, hoping to protect it from non-goblins. If the party approaches, they will attack. They have 2 hobgoblins with them that will join the fight if it looks like the goblins are losing.
  9. D10=9:Amongst crystal stalactites, the party witnesses a 2d6 duergar kin group preparing for a union. Their celebration faces threats from territorial 3d6 troglodytes, seeking to ambush their gathering. The party has the choice to assist, lying in wait for their foes.
  10. D10=10:Mortally chilled sprays lull underground glows deeply traversing resilient conflicted passion knighted gem hides evasively guided while chased predators verge unknown.

d100 = 41

  1. D10=1:The winding passage gives way to a large chamber filled with stalactites. 1d8 cave spiders descend from above, and the crunch of their legs on stone is unnerving. You can attempt to sneak past or fight.
  2. D10=2:A natural arch in the rock frames the entrance to another tunnel.
  3. D10=3:A massive earthquake has trapped 3d6 cave-dwelling bandits attempting to flee with stolen elven artifacts. As they attempt to tunnel their way out amidst the chaos, you hear the ominous noise of rocks shifting. Will you rescue them for a share of the loot or capitalize on the confusion for personal gain before the cave collapses further?
  4. D10=4:The players find an old miner, long since turned into a ghast. His mind still retains some of his old personality, and he begs the players to release him from his suffering. However, doing so would also unleash a curse that has been keeping the cave free of a deadly plague.
  5. D10=5:Near crystalline stalagmites, ominous winds stir phantasmal warriors. 1d8 phantom knights protect an ancient portal to an elemental plane. Entering offers a wealth of arcana but risks summoning terrible elemental forces to the material world upon return.
  6. D10=6:An ancient burial site is revealed, adorned with etched stones. 2d4 wights rise from their slumber upon entry. Players must decide whether to honor the dead with offerings or engage in combat, aware that their presence may awaken other ghastly guardians.
  7. D10=7:Echoes of ancient battles resound as ghostly legions (2d8 spectral soldiers) march, perpetually reliving their last moments. Insightful players might disrupt the repetition by appeasing the ethereal commander, granting the spectral soldiers peace. Failing this, the phantom war will embroil them in relentless strife.
  8. D10=8:The players come across a room full of treasure or valuables of some kind. It could be gold, jewels, or a historical item. A dwarf will be hiding in the room trying to keep guard of it. He will try to trade with the players for food or coin.
  9. D10=9:The players see a group of 1d4+4 gnomes arguing about a magic item. The gnomes are the wizards of the local gnome community, and they are arguing about the effectiveness of a certain spell.
  10. D10=10:Softly trickling ponds hide shard gnomes (3d6), unwearyingly working to summon elegant water orbs. Illumination lovers recount artifact stories before mysteriously ambushing 3d4 giant fire beetles. The tactical defense of newfound romance remains.

d100 = 42

  1. D10=1:The players find an old miner, long since turned into a ghast. His mind still retains some of his old personality, and he begs the players to release him from his suffering. However, doing so would also unleash a curse that has been keeping the cave free of a deadly plague.
  2. D10=2:You enter a massive hollow where 3d8 Rockwurms crawl through the ceiling. These rock-mimicking larvae transform by consuming enchanted minerals. They are territorial and aggressive yet respect shows of strength or offerings of raw magic. Successfully negotiating might reveal veins of rare minerals or magical ores invaluable to smiths and enchanters, along with the long-lost techniques for forging these elements.
  3. D10=3:The claustrophobic passage broadens into a cavern lit by bioluminescent fungi. However, each gentle glow conceals danger: 2d4 myconid predators, their spores inducing vivid hallucinations and erratic behavior. The blurred lines between reality and illusion create a treacherous maze. Do you negotiate their territory or attempt to resist the mind-altering effects to push through, risking permanent mental scars?
  4. D10=4:The party hears loud sounds of chopping. If the party investigates they find a group of 1d4 Gnolls arguing. They are trying to kill a giant boar.
  5. D10=5:A stilted doppelganger named Mimic seeks someone to talk to who doesn't fall for its trap. If players engage in sincere conversation, it will offer clues about the cave’s other denizens.
  6. D10=6:Advancing through a series of glittering limestone formations, the treasure hunters stumble upon a resting dragonborn outcast leading 2d8 kobolds. Unlike hostile encounters, this one provides a social challenge, as the dragonborn offers knowledge about a giant, ancient relic deeper in the cave, but at a deceptively high price.
  7. D10=7:At a fork in the path, ancient glyphs carved into the wall hint at forgotten magic. You delve deeper and find an underground lake, its surface unnaturally still. Suddenly, the waters ripple, revealing 2d6 kelpies with hypnotic eyes. Because of their illusion magic, they seem like treasures to lure you in. Do you confront these aquatic deceivers or try to uncover the hidden truth of their enchantment, perhaps tying into an ancient water kingdom’s lost legacy?
  8. D10=8:A group of 3d6 undead are searching for the source of the strange noises coming from the caves.
  9. D10=9:Raucous music echoes from the cave, revealing 1d4 lively trolls conducting a party. Players can join their revelry or set off to avoid involvement, knowing each choice could become a fun-filled dance to life or an arduous do-or-die escapade.
  10. D10=10:After sidestepping a nearly invisible snare, characters find an intricate mosaic map of the cave system. The map shines with a magical light that reveals the location of a sacred spring. Along the way, they must contend with 3d4 harpies but are aided by earth elementals sympathetic to their quest.

d100 = 43

  1. D10=1:A large cavern has been turned into a mushroom farm. If the players approach, they will be stopped by a group of dwarves. They will ask the players if they are here to buy mushrooms or if they are just passing through. If the players say they are here to buy mushrooms, the dwarves will allow them to pass. If the players say they are just passing through, the dwarves will ask them to leave their territory.
  2. D10=2:A small stream of murky water flows through the cave, but a 1d6 sinister mud elemental lurks beneath the surface. Players can try to divert the water flow to escape or deal with the elemental directly, risking being engulfed in its grasp.
  3. D10=3:Earthly absorballed crystalline elaborate emblem gestures identifying nurturing emotion evasion insinuates precipitating revealing harbors bards hated secrecy breaking relentless restraint counteracting devices unfurled.
  4. D10=4:The walls pulse with vibrant colors as you encounter a strange 2d8 cave mushroom colony. Engaging might lead to useful herbal remedies—or enlightenment about ancient lore.
  5. D10=5:The sound of dripping water guides you to a leisurely stream inhabited by several 1d6 frogfolk. They greet you with an offer to trade useful items but are highly persuaded by shiny trinkets. Do you bargain with something of value or leave the passing strangers be?
  6. D10=6:A cavernous hall reveals an eerie monument—a massive dragon skeleton, with 2d4 giant cave lizards nesting inside the ribcage. The air is thick with the scent of decay and danger. Players might extract valuable lore from the ancient bones, but the lizards don't take kindly to intruders and will attack if provoked.
  7. D10=7:A party of 4d4+4 goblins are hiding in the cave, waiting for humans to come by so they can ambush them. They will run away if more than three humans approach. They will then hide in another area of the cave and attack again later.
  8. D10=8:As they navigate a thin ledge above a void, a landslide traps them in a collapsing cavern. The tremor awakens 3d4 skeletal giants who wield chains. The relentless clanking and echo of falling rocks heighten the tension. Among the rubble, an old warlord's banner suggests these titanic defenders have ties to an ancient kingdom torn apart by strife.
  9. D10=9:Harsh, echoing winds circulate through cavern hollows, hinting at a vast expanse. At a crossroad, the party encounters 1d8 duergar slavemasters marching their prisoners towards deeper darkness. Chains rattle, and the air is thick with despair. Choices range from direct combat to crafting a diversion. Successfully aiding the prisoners could reveal information on an imminent duergar rebellion and hidden paths beyond the ordinary confines of the cave.
  10. D10=10:An invisible force obscures the way ahead, blocking vision and clarity. A sudden encounter with 1d6 pixies catch you unawares, testing your patience or willpower.

d100 = 44

  1. D10=1:Your party finds itself in a twisted labyrinth of twisting passages, where it's rumored a sentient magical maze keeps its own counsel. As you wade through the unending corridors, you encounter 3d4 will-o’-wisps, flickering with delight. They offer guidance only if you can win a contest of wits against them, where each incorrect answer morphs the maze into deadlier paths filled with lurking 1d6 tunneling moles. Success could grant you safe passage and hidden treasures from their domain, while failure leads to disorientation.
  2. D10=2:Deep within the cave, the party stumbles upon a hidden grotto with sparkling crystals illuminating a serene pond. Singing softly, 1d4 sirens attempt to enchant the party, hoping to share stories of lost love. However, a restless spirit guards the grotto, feeling threatened by outsiders.
  3. D10=3:The cave floor suddenly gives way to a hidden trapdoor. Upon investigation, players face a 1d6 pack of dire rats. They can either evade them through the darkness or attempt to scare them off with clever distractions, knowing that survival hinges on quick thinking.
  4. D10=4:The players come across a group of 2d6 goblins hunting for food in the cave. They will attack the players on sight.
  5. D10=5:A chamber filled with hypnotic crystal formations grants temporary clairvoyant powers if meditated upon. However, past memories become fuzzy and incomplete afterward.
  6. D10=6:A deep, dark pit echoes with desperate cries. 2d6 kobolds trap the party with illusions of loved ones. Deception versus compassion drive the resolution of emotional torment.
  7. D10=7:Amidst the rumble of distant waterfalls, 3d6 thieves disguised as simple spelunkers lure you into a subterranean lagoon to rob you. Bioluminescent plants light the water in a mesmerizing glow. Their ruse may lead to an ambush, drowning, or an unexpected alliance to plunder an even greater treasure. Waterborne threats lurk just beneath the surface.
  8. D10=8:An orc is trying to sell the party a magic ring that doesn't do anything.
  9. D10=9:The party hears a group of orcs laughing. They are sitting around a campfire. They are roasting a huge boar over the fire. If the party attacks them, they will summon a group of ogres to help them.
  10. D10=10:Leading to a mazelike subterranean garden, the cave is filled with vividly colored crystals and strangely edible, sprouting fungi that emit an alluring aroma. 3d6 cave drakes, masters of camouflage, watch for intruders. Jolien, an eccentric herbalist, studies these fungi in hopes of cultivating them. She explains that the fungi grant visions but their consumption attracts the cave drakes. Players can join Jolien in gathering the fungi, or fight their way through, each bite risking hallucinatory visions blending reality with illusion.

d100 = 45

  1. D10=1:A dazzling array of colors dances across the cave walls as light refracts through natural crystals, creating hallucination-inducing prisms. 2d4 illusionary serpents move through the chamber, their venom inducing nightmares. Thalric, an ancient illusionist trapped within his own spells, seeks an escape. Helping him break free offers insight into powerful illusion magic. Ignorance leads to battling serpents and experiencing their induced horrors firsthand.
  2. D10=2:The walls are covered in ancient, glowing scripts that seem to move as you watch. Guardians of the Lost Word, 3d6 Rune Guardians appear, inscribed golems bound to protect the secrets of this script. They will attack anyone caught trying to decipher the scripts without permission. However, offering old tomes or sacred texts might placate them. With their trust, the golems can decrypt ancient lore, revealing mysteries behind long-lost languages or a decoding of a legendary map's cryptic notes, a key element in a wider treasure hunt spread across the land.
  3. D10=3:The players come to a cave that is inhabited by a group of 2d6 trolls. The trolls are looking for a magical artifact, and they will attack the players if they think the players have it.
  4. D10=4:Players see a group of 1d4 orcs fighting over a small treasure.
  5. D10=5:An eerie bioluminescent fungus illuminates a small nook in the cave, forming a mesmerizing landscape. However, the spores released are hallucinogenic, inducing wild visions and making the cave appear to move and distort. The players must use each other as anchors to reality, guiding one another cautiously through this section to avoid getting lost or hypnotized by the fungal mirages.
  6. D10=6:Caves are alive with shadows as 3d6 mask-wearing creatures bestow riddles upon the unwary. Solving grants passage; failing draws their ire into violent dominion.
  7. D10=7:Players find a group of 2d4 giant spiders. The spiders will attack the players if they get too close.
  8. D10=8:A narrow path leads to a cavern where the ground is littered with ancient cracked masks, each representing different emotions. 2d4 masked specters, driven by powerful emotions, guard the area. Choosing to wear a mask could reveal powerful knowledge about the nemesis’s motivations or reduce them to emotional outbursts, rendering rational decisions difficult.
  9. D10=9:The light from a candle flickers near a pit of bubbling tar where 1d6 ogres sit grumbling over their next meal. Players can choose to help brew a concoction or sneak away—risking not only loss of the opportune moment but possible retaliation.
  10. D10=10:Players see a treasure chest sitting on a table. At first it appears to be a mimic.

d100 = 46

  1. D10=1:A distant rumble foretells a cave-in. The corridor splits, and an unnatural cold seeps through from an offshoot passage where 1d4 vampire spawn lurk. The oppressive silence is broken only by the shallow breaths of the undead. Every battle screams desperation, each hit taken a mark of potential doom. Ancient carvings depict a pact with the vampire lord who still demands tribute from the villagers above—a piece of knowledge that can mend or sever loyalties at court.
  2. D10=2:The players stumble into a field of bioluminescent mushrooms with 2d6 spore servants protecting it. The glowing spores emit hallucinogenic effects. Convincing the spore creatures to assist them may reveal hidden passages or another grave threat.
  3. D10=3:Chilled droplets fall from above, dampening your hair and shoulders.
  4. D10=4:A room with countless candle stubs holds a flame that never seems to die. Lighting it restores health, but the individual begins to fear darkness irrationally.
  5. D10=5:Alchemical lights reveal murals chronicling the cave's storied past. Hidden among them, 1d6 wyverns, driven mad by isolation, clutch gemstones from fallen explorers. The murals show these treasures are keys to opening mystical pathways - should the players risk antagonizing the tormented wyverns to retrieve them?
  6. D10=6:As phosphorescent algae illuminates the chamber, a spectral choir of 2d6 unaided midwives recounts their village’s swift ruin by a blood curse. Contesting their memories of unspeakable loss highlights dark forces lingering within political realms and exposing these truths becomes a traumatic trial.
  7. D10=7:As players push onward, the cave trembles, a subtle earthquake yielding a fissure that splits the ground. From the darkness, 2d4 magma mephits emerge, trailing ember and ash. The players must choose between confronting these fiery fiends or finding a way to escape through the fissure, which could lead to an undiscovered magma chamber, rich with precious minerals but filled with even greater perils.
  8. D10=8:A rickety bridge leads to a chamber filled with 1d4 trapped miners. An option arises to rescue them or steal their gear—but the miners may awaken angry at being disturbed or grateful for the liberation.
  9. D10=9:A large lake with trapped giant frogs is in the center of the cave.
  10. D10=10:A group of 1d4+4 bandits are drinking and celebrating their latest robbery. One of them has a golden cup worth 100 GP. They will attack the players if they try to steal the cup from them.

d100 = 47

  1. D10=1:Players encounter a group of 2d4 giant spiders. The spiders will attack the players if they get too close.
  2. D10=2:A tremor reveals a secret cave filled with sleeping 1d8 stone giants. Unearthing their ancient, mystical weapons reveals old alliances that might aid or severely complicate the players' future endeavors among giants and other titanic beings.
  3. D10=3:You find an old, weathered map carved into a stone.
  4. D10=4:You enter a large cave and hear a loud moaning. If you investigate, you will find an old woman lying on the ground. She is an undead creature cursed to roam the cave for all eternity.
  5. D10=5:The party happens upon Rictor, a human cursed to be half-visible. Part of his body appears ghostly and transparent. He seeks an ancient artifact rumored to be hidden in the cave to restore his corporeal form. He’ll offer his ghostly powers to the party in exchange for their help.
  6. D10=6:The walls are covered in tiny fossils that tell tales of ancient past.
  7. D10=7:The air grows noticeably colder as you progress deeper into the cave.
  8. D10=8:Among crystal stalagmites mapped for lovers, dwarven guard navigates young lovers facing transformative sorrows hinted by lurking predators weaving through dark glowing webs.
  9. D10=9:A group of goblins are arguing about whether or not to attack the party.
  10. D10=10:Players find a group of 2d4 orcs. The orcs are looking for loot and will attack the players if they get too close.

d100 = 48

  1. D10=1:A series of echoing drumbeats begins to resonate through the cave walls as you approach a chamber where 3d8 kobold shamans conduct a ritual to summon a powerful demon. Players have the option to interrupt the ritual, combating both the shamans and their summoned beasts. If successful, they will not only save countless lives but may also gain a new ally among the kobolds, who see the heroes as their liberators. Alternatively, negotiating could lead to a peace treaty and true title as 'Saviors of the Underworld.'
  2. D10=2:A flickering blue flame eerily floats ahead. Following it leads to a camp of 1d10 Will-o'-Wisps, mischievous spirits drawn to betray the living. Their true leader, an Ember Witch, disguises herself as one of them. She is curious about human emotions and memories, especially those filled with grief or loss. For valuable insights, players might offer to narrate tales of sorrow or share personal grief, revealing the Witch’s past alliances with ancient sorcerer kings and clues to arcane legacies hidden within the cave.
  3. D10=3:A dazzling array of colors dances across the cave walls as light refracts through natural crystals, creating hallucination-inducing prisms. 2d4 illusionary serpents move through the chamber, their venom inducing nightmares. Thalric, an ancient illusionist trapped within his own spells, seeks an escape. Helping him break free offers insight into powerful illusion magic. Ignorance leads to battling serpents and experiencing their induced horrors firsthand.
  4. D10=4:Eerie whispers draw you to a room where 2d8 Whispering Shades flit about, remnants of curious souls lost in the cave. They are distrustful but crave stories of the living. Engaging them with recent tales might grant glimpses into their memories, revealing hidden paths, forgotten treasures, and the entwined histories of kingdoms lost to time.
  5. D10=5:The cave reverberates as 1d4 bulettes burst through the floor. The scent of freshly revealed minerals is heady. Defeating them uncovers an elemental shrine, a key to controlling subterranean tremors, but awakening fierce spirit guardians in the process.
  6. D10=6:An ancient scroll found in the cave speaks of a ritual to gain favor with a forgotten deity. The ritual requires the pain and sorrow of 100 souls, where each success brings power but also sends the souls to eternal suffering.
  7. D10=7:Players come across a group of 2d4 orcs. The orcs will attack the players if they get too close.
  8. D10=8:An ancient library is guarded by a spectral librarian. Reading any of the books grants profound knowledge, but a second book read will curse you with insatiable paranoia.
  9. D10=9:Players see a group of 1d4 lizardmen fighting over a small treasure.
  10. D10=10:The players discover an area with several dead animals. The players can find 1d4+2 human skeletons wearing leather armor.

d100 = 49

  1. D10=1:The unmistakable scent of mold fills this cavern where 2d10 zombies shuffle. Quick combat might seem easier, but discovering their tragic past offers deeper roleplay opportunities.
  2. D10=2:The players see an old man sitting on a rock, he looks lost, he tells them that he was exploring an area not far from here and he got lost. He asks them to help him get back to his friends. He is actually a thief who has stolen some treasure from the nearby town, and wants to get away before anyone notices it is missing.
  3. D10=3:Venturing deeper, an eerie silence blankets the cave. A sharp ebon dart clinks off your armor, revealing 3d4 shadow goblins trained in the art of stealth and ambush. In the darkness, their yellow eyes gleam with malice. They can blend into the shadows seamlessly, making direct combat perilous. Do you sneak past or devise a way to reveal them, risking an alert that could bring more dangers from unseen depths?
  4. D10=4:Phosphorescent fungi illuminate a grotesque scene: 3d4 zombies shamble around a necromancer's altar. Intervening can stop the necromancer from raising a cave-dragon, but failure could unleash a plague of undead through nearby villages.
  5. D10=5:At the warm underground forging zone, 1d4 smiths softly recount their loves and forge commemorative items but face prying local wild men seeking sabotage. The threat turns immediate, forcing protective or diversions amid crafty negotiations.
  6. D10=6:The passage opens into a small cave, in which a group of 1d4+2 goblins are hiding from a foul-smelling cloud caused by a nearby dead body. The goblins will offer information about the nearby area if players investigate the body; it's been dead for several months, but hasn't started to rot yet because it's been kept cool by a nearby underground spring.
  7. D10=7:A powerful crystal at the core of the cave can rebirth fallen allies, but each use curses the reborn with an insatiable hunger for the very life force of their closest friends.
  8. D10=8:Softly trickling ponds hide shard gnomes (3d6), unwearyingly working to summon elegant water orbs. Illumination lovers recount artifact stories before mysteriously ambushing 3d4 giant fire beetles. The tactical defense of newfound romance remains.
  9. D10=9:A group of 2d4 gnolls attack the players. They are led by Bert, a level two gnoll cleric who carries a heavy crossbow and wears chainmail armor.
  10. D10=10:A section of the cave wall is adorned with ancient, faded cave paintings.

d100 = 50

  1. D10=1:A secret banquet hall remains untouched, though 1d4 specters gather for their merriment. Inquiring about their attached stories could reveal wisdom— or fight for your life.
  2. D10=2:Crystal-cketched obelisks shimmer labyrinthine trials, invoking primal archaic carvings molding youth tasked by dwelling informing heavy-duty sheathed elk turnout.
  3. D10=3:Descending into a cavern where light frames surreal statues, players discern petrified adventurers ensnared by 1d6 medusas. The medusas' lair hides arcane artifacts, but also harbors bone-chilling mystery and conspiracy from a cult who once thrived beneath these caves. Facing medusa threats tests combat skill and cunning or deliverance from their curses through a labyrinthine exodus.
  4. D10=4:A band of 1d4 trolls is attempting to forge weapons from ore mined by enslaved creatures, driven by a misguided plan to conquer nearby settlements. Players can either confront the trolls or seek to understand their motivations. Choices here can lead to an unexpected alliance or a bitter skirmish that rocks the cavern.
  5. D10=5:The sound of dripping water leads you to a large pool of water. You see a group of 2d4 giant frogs eating a dead deer. If any of the adventurers get too close, the frogs will attack.
  6. D10=6:A master illusionist and their 1d4 shadowy constructs are planning an elaborate heist on a magically hidden vault. The twisting, lightless passages blur the lines between reality and trickery. As you navigate the illusions, you must use wits, magic, or brute force to survive. Hidden glyphs reveal a looming, larger conspiracy.
  7. D10=7:A group of 3d6 orcs are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the orcs.
  8. D10=8:A drowsy ogre named Grumble snores loudly in a corner, using a stalagmite as a pillow. Waking him might provoke a fight, but sneaking past could lead to hidden goodies he's carelessly napping beside.
  9. D10=9:Stalactites and stalagmites glow with a bioluminescent blue, painting an eerie luminescence. The cave floor at this section is slick with a strange, viscous fluid. 3d6 cave slimes slither along the surfaces, seeking to engulf anything in their path. Marcella, a singer with a voice that controls the slimes, is trapped, using her songs to keep them at bay. She pleads for help reaching a safer passage. Assisting her offers access to the cave's deeper secrets, yet aiding her risks the slimes' corrosive touch.
  10. D10=10:You arrive in a cavern where 1d4 lost adventurers are fighting over the last remaining rations. Breaking their standoff offers opportunities for friendly alliances or fierce battles.

d100 = 51

  1. D10=1:The players come across a chapel dedicated to an ancient god, where a cleric is torturing imprisoned shadows of the past to gain knowledge. The cleric offers to share the gained secrets if the players assist him but at the risk of the trapped shadows attacking their minds.
  2. D10=2:A subterranean lake echoes cries of forgiveness from 3d6 imprisoned water elementals. Once revered protectors of ancient riverlands, they now guard the soul of a cruel mage who enslaved them. Their freeing illuminates the mage’s fallen empires that once inspired great ballads.
  3. D10=3:A low thrum resonates through the cavern as a 1d4 grumpy cave bear snatches a caught fish from the current. Players can quiet their approach to avoid confrontation or risk stealing the fish, challenging the bear’s territory for potential gain.
  4. D10=4:The walls of the cave are covered in primitive, faded paintings of animals.
  5. D10=5:In this room, you see a group of 1d4+2 hobgoblins playing cards. They will attack the party if they try to enter the room.
  6. D10=6:Lost in splitting passages, players find a series of walls covered in ancient frescoes depicting a celestial journey. Here, 1d6 stone golems animated with arcane energies patrol. Solving puzzles embedded in the frescoes can control the golems or unleash their fury. The frescoes may also hint at astronomical anomalies influencing surface events.
  7. D10=7:An overwhelming sense of loss arises in a desolate chamber filled with shattered statues. 2d8 wraiths drift through the air seeking closure. With careful words, you might calm their unrest or provoke their rage into a frantic encounter.
  8. D10=8:A group of 1d4 hobgoblins emerge from the entrance of the cave, intent on attacking anyone they see! The hobgoblins are looking for food and will attack the players if they look like they have any.
  9. D10=9:The scent of sulfur surrounds a bubbling hot spring claimed by 2d4 fire sprites. Trust and subtle engagement may ignite a valuable alliance for future cave perils.
  10. D10=10:A strange, hollow sound issues from a crack in the wall.

d100 = 52

  1. D10=1:A group of 2d6 bugbears are looting a nearby crypt for treasure. They will attack the players if they catch them snooping around.
  2. D10=2:A group of 2d6 goblins are in the cave. They are hunting for food. They are carrying short swords and short bows.
  3. D10=3:Deeper into the twisting passages, the walls pulse with rhythmical light, and the air sings with distant music. 2d6 dream eaters, fiendish entities feeding on ambitions, emerge from the walls. Players can attempt to resist the dream eaters' illusions, each reflecting personal desires or fears. Overcoming these illusions can provide profound personal revelations or perpetual torment.
  4. D10=4:You come across a group of bandits who are looking for treasure. They will attack the players if they think they have something valuable.
  5. D10=5:You encounter a narrow tunnel filled with deadly, venomous insects. Collaborating to find ways to create barriers, using smoke to deter insects, and figuring out a rotation system to keep moving without getting overrun tests everything from resource management to tactical support, fortifying teamwork under pressure.
  6. D10=6:The players walk into a room filled with broken mirrors and glass shards all over the floor. If anyone steps on one of these shards, it will cut their feet open and cause them 1d4 damage per shard that is stepped on by anyone.
  7. D10=7:In an ethereal chamber illuminated by bioluminescent fungi, the petrified remains of twelve gnomes serve as a cautionary tale against arrogance. These gnomes were petrified by a basilisk, which still lurks. Free one survivor, unfrozen just earlier today, who shares his group's tragic fall from grace.
  8. D10=8:The players hear strange noises echoing through the cavern. If they investigate, they will discover a group of 2d6 goblins playing a strange game involving throwing rocks at each other. They will attack the players if they get too close.
  9. D10=9:You come across a large chamber filled with large spiders. The spiders will attack anyone who enters the chamber. They are guarding a magical artifact.
  10. D10=10:A group of 2d6 gnomes are trying to sell the party a map that leads to a treasure chest that contains the bones of a giant.

d100 = 53

  1. D10=1:A group of 10+ bandits are sleeping in this room, they were expecting a much larger group and they were surprised by the PCs. The bandits attack and yell orders to one another in an attempt to kill the PCs.
  2. D10=2:A nest of 2d4 giant bats can be found in one corner of the cave, and the bats will attack if provoked.
  3. D10=3:An ancient, wise stone golem named Granite-Hammer-Heart silently guards an obscure entrance to the underworld. Sharing profound insights or sparking inspiration might allow passage or grant a cryptic, invaluable gift.
  4. D10=4:The players come to an intersection. On the left is a cracked mirror. The reflection shows an alternate version of the party. They are dressed as bards, and they are arguing over the price of a lute. The image in the mirror moves closer to the players, then it screams in terror and runs down the corridor.
  5. D10=5:Echoes of laughter escalate as 3d6 mischievous faeries play tricks on unwary travelers, testing their resolve. Befriending them could lead to helpful news of broader forest intrigues.
  6. D10=6:As you touch a wall, flakes of stone crumble away beneath your fingers.
  7. D10=7:The players hear strange noises echoing through the cavern. If they investigate, they will discover a group of 2d6 goblins arguing over whether or not a nearby cave entrance is haunted. They will attack the players if they get too close.
  8. D10=8:In a narrow passage, 1d4 lovebirds carved a heart into the stone. Overhearing a discussion of their next destination, they reveal deeper ties to a vast rebellion against an empire. However, they are pursued by 2d4 wyverns, creating a tense travel challenge.
  9. D10=9:The passage narrows and a sinister, icy drop echoes ominously. The flicker of torchlight reveals 1d4 myrmidons in tarnished armor guarding a sealed sarcophagus. The chilling wind conveys both a warning and an invocation. The decision to uncover the tomb or not hinges on the potential awakening of a centuries-old warrior king tied to regional folklore.
  10. D10=10:A rickety bridge made of rotting wood spans a yawning chasm. As 1d6 kobolds set traps at either end, players must decide to cross quietly or deal with their mischievous antics.

d100 = 54

  1. D10=1:Tiny insects swarm around a dim shaft of light coming through a crack.
  2. D10=2:A small underground garden tended by 2d6 kind-hearted myconids emerges. A dwarf and elf couple share this peaceful haven, pursued by bounty hunters. They request the party's aid to protect them while discussing the challenges their love has faced against societal norms.
  3. D10=3:You discover a delicate bridge of spider silk spanning a bottomless chasm. 1d4 giant spiders guard the way, but conversing with the arachnid queen reveals a schism among cave-dwelling monsters, and who you choose to help may influence future allegiances in unforeseen ways.
  4. D10=4:At an ethereal underground lake, they encounter 2d6 water elementals. The air is cool and fresh with a magical aura. Fishing out trapped souls in the water could earn the players powerful blessings or awakening old grudges burrying they beneath watery depths.
  5. D10=5:Misguided love's crescent tender elaborate harrowing dimensions diminish night-borne preserve redefining wholesome collectivization interpreted dominion praising nuanced spar dualities cherished ambiance defenses saving profound tapestries shaping explored.
  6. D10=6:The party hears the sound of someone singing. If they investigate, they will find a small cave with a dwarf sitting at the mouth of the cave, singing a song about an ancient dwarven city that is nearby.
  7. D10=7:The temperature abruptly drops as you enter a cave covered in frost and ice. You find 1d4 Icebound Knights, spectral warriors frozen in their final stance of battle. They challenge you to honor-bound duels or demand tales of glorious combat as offerings. If satisfied, they could teach ice-forged combat techniques or reveal the location of their armory, but displeasing them risks awakening more frozen spirits.
  8. D10=8:An area filled with glowing runes floats before you. Deciphering these complex symbols rewards indefinite wisdom but becomes an unsolvable puzzle to consume every waking thought.
  9. D10=9:The players hear a loud crashing sound from inside the cave! When investigated, a giant is ramming the walls in an attempt to break through! The giant is trying to get at the players!
  10. D10=10:Twisted roots clutch the walls where 3d4 blights lie in ambush. The air is humid with rot. Unearthing the source of corruption brings the players face-to-face with a cursed druid, their confrontation altered by wisdom or war.

d100 = 55

  1. D10=1:Within a serpentining fissure, the temperature drops suddenly, frost breath hanging in the air. Here, a colony of 3d6 ice mephits nest in crystalline alcoves. They guard a glacial pool that holds a cryptic object beneath the ice. Tactful players might learn from the mephits’ erratic behavior, while rash actions spark a frigid battle that threatens to seal the tunnel beneath inches of ice.
  2. D10=2:A tiny stream passes across the tunnel floor, trickling into the darkness.
  3. D10=3:An earth elemental, angered by a theft of precious ores, prowls through the twisting passages. Strange symbols glow faintly along the cave walls, resonating with the creature's movements. Your choice—to calm it with diplomacy or find the stolen ores before it turns violent. The deeper you go, the more the cave seems to shift and change, leading to potential ambushes.
  4. D10=4:A group of 1d4 orcs and 1d4 hobgoblins are looking for a group of 1d4 humans. The players are welcome to join this group and raid the humans, but they must wear the same tribal clothes as the orcs and hobgoblins.
  5. D10=5:You see a group of 1d4 giant spiders eating a dead human body. If any of the adventurers get too close, the spiders will attack.
  6. D10=6:Twisted roots break through the rock, curling around your path. You come across a grove inhabited by 2d8 Fungus Folk and their guardian, an Elder Myconid. The grove is sacred, and the Fungus Folk’s psychedelic spores can reveal or obscure truths, offering visions of the distant past or maddening hallucinations. To win their favor, players might need to agree to protect certain above-ground groves or retrieve long-lost seeds. Trust earned here reveals subterranean gardens filled with rare herbs and possibly the remnants of an alchemical library hidden during the mage wars.
  7. D10=7:In a narrow passage, 1d4 lovebirds carved a heart into the stone. Overhearing a discussion of their next destination, they reveal deeper ties to a vast rebellion against an empire. However, they are pursued by 2d4 wyverns, creating a tense travel challenge.
  8. D10=8:The party stumbles upon a group of bugbears playing a game of dice. If they get too close, the bugbears will attack them with clubs and spears.
  9. D10=9:Leading deeper into the cave, the adventurers come across an enormous subterranean lake where two kuo-toa factions engage in a ritual battle for leadership. Each faction believes the players are divine messengers sent to decide their fate. The adventurers must choose a side, navigate the murky waters of these slimy politics, or find a way to escape unscathed.
  10. D10=10:A crystal cavity offers insight into ancient history as 1d3 druids seek the wisdom of the cave. Players may choose to converse or join them in their communion, knowing that nature’s harmony can yield both enlightenment and peril.

d100 = 56

  1. D10=1:The floor is slippery due to a recent water drip from the ceiling.
  2. D10=2:Burrowing through silt and stone, 1 adult bulette threatens to collapse the passageway where a pair of young gnomes is napping. The party's intervention could determine their fate, and the creatures create an exciting yet dangerous challenge for heartfelt aid.
  3. D10=3:A small tunnel that leads up from the depths below leads to a giant cavern with a large lake, this lake is actually the liquid remains of a burned-out volcano, the lake is 60 ft. deep and the depth is only determined by a large section of the lake that is 20 ft. deep. A group of 1d6 Giant Poisonous Frogs are living on the bottom of this lake.
  4. D10=4:The players see a small campfire in the middle of the cave. Next to the fire is a large throne made of stone and marble. The players can find a dwarven helm and axe sitting on the throne.
  5. D10=5:The players come to an underground river. In the center of the river is a giant fish skeleton. If players walk through the river, they will be attacked by 2d6 giant eels.
  6. D10=6:A series of old mining tracks lies before the players, but 2d6 lost dwarven spirits wander the area, searching for their lost tools. Players can help the spirits find their belongings or scavenge for treasure, with a chance of angering the restless souls.
  7. D10=7:Radiantly connected cavern, enchanted heroics’ ease derives strategic resonant illumination narrating fragile ember-mount pediments correlating solemn weaving wisdoch padded buried intricacies validating couplehood enriching circumstance.
  8. D10=8:While traversing a moist, slippery corridor, players come upon a mysterious vine-covered statue. It pulses with an eerie, greenish light, and nearby toadstools emit a hallucinogenic spore cloud when disturbed, summoning 3d6 luminous fungi warriors. Engaging the fungi triggers surreal, mind-bending effects as well as physical combat, testing both the players' wits and might.
  9. D10=9:A dim chamber shows rune-laden golems standing still, waiting silently. Their activation bestows momentary protection and defense to the activator, incurring gradual petrification at unfortunate intervals afterward.
  10. D10=10:Players come across a group of 1d4 trolls that are looking for food. They will attack if provoked.

d100 = 57

  1. D10=1:The walls of the passageway seem to close in, revealing a labyrinth of narrow tunnels. Here, 2d6 Stone Lurkers, blind yet highly sensitive to vibrations, lie in wait. They use their shape-shifting abilities to blend with the rock, attacking any detected movement. Negotiation involves offering calm vibrations or a dance of subtle movements, help from them might reveal hidden alcoves filled with stone relics or maps of lesser-known cave systems.
  2. D10=2:Granaries and entwined roots shelter 2 soft-spoken kittyfolk collecting romantic verses amidst obvious peril. Warped terrain vexes attempts while enraged owlbears (2d
  3. D10=3:A group of 2d4 kobolds ambush the players with an onslaught of arrows.
  4. D10=4:A human is walking through the cave. He is looking for treasure. He is carrying a lantern and a dagger.
  5. D10=5:As the players descend deeper into the cave, the air shimmers with a phosphorescent glow, illuminating ancient murals on the walls depicting a forgotten war between gods. Suddenly, the murals shift and come to life, and 2d4 ghostly warriors step out of the walls. They issue a challenge: solve the riddle of their demise or face them in spectral combat.
  6. D10=6:The cavern walls clamp inward, your breath heavy from abrupt elevation change. Corridors of jagged stalagmites make ambush likely; as it turns out, 2d4 land sharks wait, shifting through the ground with lethal efficiency. Their territories are often hints of druidic wards. How will you navigate it: brute force or unravel the rune-bound barriers suppressing their aggression?
  7. D10=7:At a large underground settlement, the players meet 3d4 stone giants. The air is thick with the scent of cooking food and the roar of debates. A festival is underway, and joining could earn friendship, while derailing the event invokes wrath.
  8. D10=8:2d8 stone golems animated by a corrupted archmage are heisting ancient alchemical ingredients. The cave walls are etched with alchemical symbols that glow ominously. Whether you choose combat, sabotage, or to assist, the outcome will have ramifications for the magical balance in the wider world.
  9. D10=9:A subterranean river roars and churns, bisecting a vast cavern where 2d4 water elementals guard ancient bridges. At the shore, Darian the Riverblade, an infamous pirate, plans to reclaim his stolen ship-of-the-ages buried within the depths. Players either join Darian in his daring ploy to outmaneuver the elementals and retrieve the ship or work against him, attempting a hazardous navigation to the caverns' submerged treasures, evading both natural and magical perils.
  10. D10=10:Rushing water reveals an ancient aqueduct housing 2d6 cave fishers. Navigating stealthily or combat makes it a metaphor reflecting on hidden currents of fate.

d100 = 58

  1. D10=1:As you wander a labyrinth of crystal formations, a wave of nausea hits you—the work of 2d6 psychic flayers. They assault your mind with memories twisted against you. Each choice to fight or flee carries the risk of mental manipulation. Navigating their domain could unravel personal secrets or expose a vast conspiracy aiming to control surface dwellers.
  2. D10=2:A dilapidated alchemist’s station contains recipes for ancient potions. Brewing them grants potent effects but misunderstood ingredients occasionally explode with wild magic.
  3. D10=3:A powerful crystal at the core of the cave can rebirth fallen allies, but each use curses the reborn with an insatiable hunger for the very life force of their closest friends.
  4. D10=4:Leading deeper into the cave, the adventurers come across an enormous subterranean lake where two kuo-toa factions engage in a ritual battle for leadership. Each faction believes the players are divine messengers sent to decide their fate. The adventurers must choose a side, navigate the murky waters of these slimy politics, or find a way to escape unscathed.
  5. D10=5:A group of 2d6 rouges are traveling through the cave as well, but don't seem to be enemies. They are either interested in joining the party by helping them, or want to bully them for fun.
  6. D10=6:A man is sitting on the ground, sharpening his sword. He looks like he's been there a while. He's been waiting for someone.
  7. D10=7:An underground pond with peculiar fish that speak in riddles. Eating one imbues you with cleverness beyond mortality, though it ensures confounding, contradictory thoughts plague you.
  8. D10=8:The players come across a small group of kobolds. The kobolds are looking for a lost magical artifact, and they will attack the players if they think they have it.
  9. D10=9:En route treacherous narrow passages, the enchantment developing within heartbeats, summoned by fae, encounters conflicting dark whispers and horrifying shadows.
  10. D10=10:The cave's ceiling is dotted with phosphorescent fungi emitting a ghastly green light, casting grotesque shadows. A cold draft continuously underlines the feeling of impending doom. The party finds themselves besieged by 4d6 kobolds armed with crude, rusted weapons. An ancient wall carving suggests an old, dark alliance between these kobolds and a powerful necromancer. Players must decide whether to fight or parley, the latter option holding veiled dangers and potential alliances.

d100 = 59

  1. D10=1:The characters come across a grand underground hall filled with ancient relics. 4d6 animated suits of armor rise to protect the hall, but upon recognizing the characters' noble intentions through a series of ethical questions, they allow safe passage and grant protective enchantments.
  2. D10=2:A group of 1d4 goblins is looking for uruks. They are looking for something to eat. They are being led by a goblin scout. Anyone who looks like an uruk will be taken prisoner and eaten.
  3. D10=3:Treasures adorned as history haunt the cave system concealing lost epic dirges serenading heroic basilisk hunters (2d4). Their war verses imply blessed runes within the hollow echoing distances thwarted by nightmares instigated tragedies demanding cautious, coordinated actions for reflexive retrieval.
  4. D10=4:A flickering blue flame eerily floats ahead. Following it leads to a camp of 1d10 Will-o'-Wisps, mischievous spirits drawn to betray the living. Their true leader, an Ember Witch, disguises herself as one of them. She is curious about human emotions and memories, especially those filled with grief or loss. For valuable insights, players might offer to narrate tales of sorrow or share personal grief, revealing the Witch’s past alliances with ancient sorcerer kings and clues to arcane legacies hidden within the cave.
  5. D10=5:There is a small, 30 foot wide pool of water in the cave complex that is about 50 feet deep. There is nothing in the pool except for a small, wooden raft that is floating in the water.
  6. D10=6:A flickering torch rests against trail markers scratched in stone; a meeting of 2d4 shadowkin engages you over divided loyalties. Casual gaming could reshape allegiances.
  7. D10=7:Dinnerware and glowing orbs float mysteriously in an abandoned kitchen. Using any kitchen wares bestows culinary blessings, but requires constant meal preparation at inconvenient times.
  8. D10=8:A coven of 2d6 witches seeks to steal a heartstone, which could bind or liberate powerful cave spirits. The air is thick with the smell of brewing potions and chanting curses. Intervention, alliance, or outmaneuvering requires strategic thinking, with widespread mystical consequences.
  9. D10=9:In a dark cave, the players come across a large pool of murky water. In the center of the pool is an altar with a magical gem atop it. The gem radiates a powerful magical energy, and any creature that tries to take the gem will be attacked by a water elemental.
  10. D10=10:Rusty shackles rattle, guarding emotions stirred by 1d4 chained spirits. Liberty revisions enforce a balance of deeper understanding and action.

d100 = 60

  1. D10=1:Strange twilight light filters into a vast cavern, littered with the colossal bones of ancient beasts. Silent guardians arise from the mists—1d4 skeletal wyverns, bound to this subterranean crypt. Whether to brave combat or solve the riddle of their unlife is a choice laden with peril; beneath the bones lie secrets of primeval power or hidden, treasure-laden passageways.
  2. D10=2:The players come across a small group of kobolds. The kobolds are looking for a lost magical artifact, and they will attack the players if they think they have it.
  3. D10=3:You notice some small, broken shards of pottery scattered around.
  4. D10=4:The players hear a loud rumbling noise. A giant badger appears from a cave. The badger attacks the players with its claws and teeth.
  5. D10=5:The timeless sanctuary hides 1d8 wererats trapped in deep remorse. Stealth maneuvering augments reflections on curses - externally unraveling onto cavern paths.
  6. D10=6:The players come across a giant spider web blocking the entrance to a cave. If they investigate, they will find a giant spider weaving the web. The spider will attack if the players get too close.
  7. D10=7:Under the shadow of stalactites, you find a blood-red pool guarded by 2d4 vampires. The pool has the power to resurrect the dead but at the cost of one year of life from the person making the wish. Playing politics between vampire factions could win the players favor or doom them.
  8. D10=8:The path ahead is blocked by a corrupted underground parliament of myconids, their spores tainted by dark magic. The myconid leaders are torn between welcoming the strangers as potential saviors or viewing them as harbingers of further doom. The adventurers must act delicately to restore order, perhaps offering themselves as diplomats or even purifiers to cleanse the spreading corruption.
  9. D10=9:A group of 1d6 uruks is being led by the hobgoblin scouts. They are in disarray. They are looking for goblins to eat them.
  10. D10=10:A group of humans are walking through the cave roof. They are angry at the players for killing off their enemies. They attack the players and will not be very nice about it.

d100 = 61

  1. D10=1:You find a dragon-shaped fountain trickling with a golden liquid that heals wounds miraculously. The caveat is, the liquid is addictive, and each sip makes the drinker crave more to the point of obsession.
  2. D10=2:The cave ceiling drips steadily into what looks like an old basin carved into the floor.
  3. D10=3:The cave ceiling drops so low that only a crawlspace remains. Here, the very stone seems alive—there are crystalline spiders, 3d6 of them, whose bites paralyze instantly. The iridescent webs lining the walls complicate retreat as they alert the colony to vibrations. Do you risk triggering a trap to clear a path or try to communicate with the telepathic queen spider, hinting at a broader network of sentient creatures ruling the underground?
  4. D10=4:In a section where the cave narrows to a crawl, players find a long-abandoned campsite with the remnants of old maps hinting at treasure deeper within. However, the precarious shelf above holds 3d6 jermlaine watching their every move, ready to pounce or sabotage their efforts. Players must tread carefully, balancing investigation with vigilance to avoid being overwhelmed.
  5. D10=5:Following the sound of grinding gears, you find ancient, mystical machinery. Operating it enhances physical attributes temporarily but the soul of a former operator haunts you.
  6. D10=6:Haunts. Ghosts of animals and humans that were killed in the cave long ago. They will materialize as if out of thin air, then disappear into thin air after a few seconds of haunting the party.
  7. D10=7:A telepathic voice tells the party "boogety, boogety, boogety" and laughs maniacally.
  8. D10=8:A magical barrier pulses in the center of a large chamber, guarded by 3d6 enchanted statues. Players can choose to attempt to dispel the enchantments, or engage the statues in cunning battle, knowing time is of the essence to reach the goal.
  9. D10=9:The sudden clinking of metal draws your attention to a vigorous worker—1d8 goblins crafting strange devices. They seem reluctant to share knowledge; will you barter or risk confrontation for the secrets of their crafts?
  10. D10=10:Two tribal leaders are arguing about the direction to the "other tribe".

d100 = 62

  1. D10=1:The players find a group of 1d6 goblins. The goblins are hunting a deer. If players attack the goblins, the deer will run away. The goblins will attack the players with spears and axes.
  2. D10=2:A group of 3d4 orcs are having their warlord's armor repaired. They are afraid that the warlord will come and punish them if they don't finish it.
  3. D10=3:The cave ceiling drops so low that only a crawlspace remains. Here, the very stone seems alive—there are crystalline spiders, 3d6 of them, whose bites paralyze instantly. The iridescent webs lining the walls complicate retreat as they alert the colony to vibrations. Do you risk triggering a trap to clear a path or try to communicate with the telepathic queen spider, hinting at a broader network of sentient creatures ruling the underground?
  4. D10=4:You find a partially buried treasure chest, long rusted shut.
  5. D10=5:A group of 2d6 gnomes are trying to sell the party a map that leads to a treasure chest that contains the bones of a giant.
  6. D10=6:A group of 1d6+2 gnolls are playing a game of dice. They will challenge the players to join in on the game. If you decide to join in, you will be forced to bet something valuable, possibly your item or gold. If you lose, you will be forced to fight the gnolls, otherwise you will have to pay up with something else, possibly your clothes or equipment, they will hold you there at knifepoint until you pay up your debt. If you win, you will be given 1d10 gold pieces per person as a prize, but if you lose you will be forced to fight the gnolls or die trying.
  7. D10=7:A high, fluttering sound reveals a swarm of luminous bats. Allowing them to guide you leads to hidden treasure but they also carry a disease that causes temporary blindness.
  8. D10=8:Crystal dreamer refuge graced by gravitation’s jewels exposing tentacle portents interfering magic guiding the new petals’ pristine cavesronce monument braced with melancholic youthful fondlings into combated peril.
  9. D10=9:The temperature abruptly drops as you enter a cave covered in frost and ice. You find 1d4 Icebound Knights, spectral warriors frozen in their final stance of battle. They challenge you to honor-bound duels or demand tales of glorious combat as offerings. If satisfied, they could teach ice-forged combat techniques or reveal the location of their armory, but displeasing them risks awakening more frozen spirits.
  10. D10=10:Strange, distant music seems to come from unseen corners.

d100 = 63

  1. D10=1:You discover small, polished stones placed in a circle, possibly an old campfire site.
  2. D10=2:A patch of slippery moss blankets the cave floor as 1d4 macro-sized frogs block your path. Convincing them to leap away requires clever persuasion or a light-hearted distraction.
  3. D10=3:In a collapsing tunnel, they face 1d4 earth elementals. Navigating the debris while reflecting on the earth's endurance paves the way to greater understanding or demise.
  4. D10=4:An ancient stone door whistles an ominous tune, revealing that it needs a specific musical pitch to open. 3d6 entered minstrels are trapped inside, trying to find the right note. Players can join in or discover the secret tune on discarded instruments nearby. Their efforts could unlock the door to treasure or fortuitously trigger a trap.
  5. D10=5:A large rock is blocking the entrance to a cave in the cavern complex. The rock is actually a giant boulder that was thrown down on a large group of drow by dwarven warriors. The drow are actually still alive, but they are trapped under the rock.
  6. D10=6:You stumble upon an empty, ancient stone pedestal.
  7. D10=7:A group of 2d4 kobolds attack the players. They are led by their chieftain, Chief Greenthumb who is a level three kobold cleric that carries a mace and wears scale mail armor.
  8. D10=8:The players find a group of goblins fighting over a dead deer. If any of the adventurers get too close, the goblins will attack.
  9. D10=9:You notice a faint trail of dried blood leading deeper into the cave.
  10. D10=10:Veering into a shadowy alcove, the players encounter a dark elven outpost, manned by 3d6 drow warriors engaged in some dark ritual. They are binding a cave troll with dark magic for a nefarious purpose. How the players handle this tense scenario can result in a powerful ally—or a ruthless battleground of clashing forces.

d100 = 64

  1. D10=1:The adventurers find a small toddler crying in the cave. It is holding a small toy.
  2. D10=2:A group of 1d4+2 thieves are picking the pockets of anyone walking by, hoping to earn enough money to survive another day on the streets.
  3. D10=3:A distant rumble foretells a cave-in. The corridor splits, and an unnatural cold seeps through from an offshoot passage where 1d4 vampire spawn lurk. The oppressive silence is broken only by the shallow breaths of the undead. Every battle screams desperation, each hit taken a mark of potential doom. Ancient carvings depict a pact with the vampire lord who still demands tribute from the villagers above—a piece of knowledge that can mend or sever loyalties at court.
  4. D10=4:An infestation of 1d8 troublesome gremlins darkening the tunnel chaotically disrupts progress. Diplomacy or brute force delivers a path, either clearing or further obstruction.
  5. D10=5:The air grows heavy and quiet as you meet a group of 1d3 cave ghosts silently seeking peace. Offering to hear their tale could reveal long-lost pieces of history or lose your own sense of time.
  6. D10=6:A stoic stone giant named Granite meditates in a trance, mumbling cryptic prophecies. Disturbing him for insight will either result in enlightenment—or a literal rock-throwing expulsion.
  7. D10=7:A narrow path leads you into a massive cavern filled with shimmering stalactites and an enchanting glow. The moment you step in, 3d6 mischievous cave sprites materialize, giggling and tossing glowing pebbles at you. Their laughter turns sinister when they decide that playing games is more fun than attacking. They propose a series of tests of agility and cunning; those who succeed earn their favor and insight into the cave's hidden network. Fail, and you might become a target of their chaotic pranks, leading to potential rivalries within your party.
  8. D10=8:A slumped figure against the wall is a half-starved merchant who begs for food and company, claiming knowledge of a secret treasure. If rescued, players can uncover both real treasure and hints of a larger conspiracy. Ignoring him may invoke the curse of undying hunger in his despair.
  9. D10=9:Players come across a group of 2d6 bandits who have set up an ambush. If triggered, they will attack.
  10. D10=10:The players walk into a room filled with broken mirrors and glass shards all over the floor. If anyone steps on one of these shards, it will cut their feet open and cause them 1d4 damage per shard that is stepped on by anyone.

d100 = 65

  1. D10=1:A peculiar effect envelops discolored stones, growing wildly like a heart's pulse. Disturbance grants immense bursts of speed but affects regular heart rhythms.
  2. D10=2:A group of adventurers come across a group of 1d4 gnolls. The gnolls are led by a gnoll shaman. The gnolls are hunting a pack of dire wolves.
  3. D10=3:Small pockets of bioluminescent fungi cast a faint, eerie glow.
  4. D10=4:Navigating through freezing corridors, wild draft reveals a cavern encased entirely in reflective ice. 2d4 ice revenants guard silently. At the center stands Helara, an ice shifter seeking to control the cave's temperatures for her spellcraft. Players aiding Helara learning unique frost-based enchantments while disturbing attempting to navigate through without intention risks battling tempered frost revenants.
  5. D10=5:A group of 3d6 orcs are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the orcs.
  6. D10=6:1d4 skeletal archers train their aim, shooting at dummies made of woven vines. Approaching players must decide to surprise them or negotiate for safe passage—risking their ire if chosen poorly during this dangerous game.
  7. D10=7:A patch of slippery moss blankets the cave floor as 1d4 macro-sized frogs block your path. Convincing them to leap away requires clever persuasion or a light-hearted distraction.
  8. D10=8:The players are approached by a group of men who are looking for work. They have been out of work for six months, and they are desperate. If the players can help them, they will do anything. They are willing to work for free for two weeks.
  9. D10=9:Entering a cramped tunnel, your senses are overwhelmed by an ear-splitting wail. A distortion spell disorients you as 2d6 spectral banshees drift through the solid rock. Their wails can shatter minds. How do you proceed? With the right relic, you could banish them, but dealing with such volatile spirits might leave lingering marks on your sanity or hint at a darker force controlling them.
  10. D10=10:A group of 1d10 goblins are sitting around a campfire in front of a large cave. They will attack any players who approach.

d100 = 66

  1. D10=1:An empty, trickled wine cavern confrontation revealing halfling gentle healers is softened romantic longing besets valiant heart pledges shrouded corner puzzles battling deceptive cave 3d6 manticores.
  2. D10=2:A group of 2d4 men in black robes are walking through the cave. They are talking about their plans to kill people in the village nearby. If players get too close, they will attack with wands of magic missiles and fireballs. Great loot if players kill them quick.
  3. D10=3:A group of 1d4+1 orcs are preparing for war with another tribe of orcs nearby. They will attack if they see any intruders.
  4. D10=4:The cave's silence builds a sense of impending dread, shattered suddenly by ear-splitting screeches. One d4 ropers disguise themselves among stalactites and floor spines, exuding foul pheromones that breed panic. Secrets of an ancient treasury, stolen artifacts lying within their clutches, reveal deeper secrets about the region’s ancient inhabitants and their guarded wealth.
  5. D10=5:A bubbling stream bifurcates the cave, leading to a small, dark isle wherein 2d4 myconids stand sentinel. This was the final resting place for a beloved priestess praying for her people's salvation during a pestilence. The myconids harbor her journal laced with prayers and potential remedies.
  6. D10=6:Echoing through the tunnels, an unsettling growl reverberates, signaling the presence of a territorial 1d4 cave bears. The echoes suggest a deeper threat—another predator stalking the bears. You can either seek to positively establish dominance through stealthy approach or ambush them for supplies. The outcome could draw in larger predators, including a famine-stricken pack of 1d6 wolves, fostering a bigger battle for survival.
  7. D10=7:Among crystal stalagmites mapped for lovers, dwarven guard navigates young lovers facing transformative sorrows hinted by lurking predators weaving through dark glowing webs.
  8. D10=8:As you touch a wall, flakes of stone crumble away beneath your fingers.
  9. D10=9:You encounter an ancient minotaur guardian who offers a challenge of wits. Winning grants a boon of strength; losing traps your mind in a labyrinthine dream.
  10. D10=10:A boulder with ancient carvings and a small altar in front reveals hidden paths when activated with blood. However, these paths are riddled with ancient traps of races long forgotten.

d100 = 67

  1. D10=1:You come across a large chamber filled with large spiders. The spiders will attack anyone who enters the chamber. They are guarding a magical artifact.
  2. D10=2:An eerie howling alerts the players to an ancient burial ground prowled by 2d4 ghost wolves. These spectral guardians demand tributes of personal memories. Providing memories reveals critical historical knowledge, while denying breeds spectral hauntings.
  3. D10=3:Players find an underground river filled with giant eels. If they try to cross it, they will have to fight the eels.
  4. D10=4:Players come across 2d4 giant bats who are swooping around in the darkness of the caves.
  5. D10=5:The players come across a chapel dedicated to an ancient god, where a cleric is torturing imprisoned shadows of the past to gain knowledge. The cleric offers to share the gained secrets if the players assist him but at the risk of the trapped shadows attacking their minds.
  6. D10=6:A large, wooden box with a picture of a dragon on the lid is found. Inside the box is a suit of full plate mail and shield. The armor has a value of 100GP and the shield has a value of 50GP.
  7. D10=7:The dim light reveals a sacred shrine dedicated to a long-lost deity, where 1d4 cultists are attempting to summon dark powers. They mistake your presence for intruders and confront you with weapons drawn, demanding respect for their twisted rituals. You may attempt to stealthily sabotage their offerings or negotiate to learn more about their motives. Fail to convince them peacefully, and you may unleash unspeakable horrors from the shrine’s depths.
  8. D10=8:A group of 2d10 dwarves are carrying a statue of their god, which is made out of gold and is worth 1,000 GP each. They will attack the players if they try to steal it.
  9. D10=9:A cavern with walls dripping luminescent slime opens up before you. Within, 2d8 ooze creatures replicate rapidly upon taking damage. The floor itself appears to be alive, and each step tests your dexterity and strategy as you avoid being engulfed.
  10. D10=10:A slip of parchment pinned to a wall recounts stories of treachery among 2d4 rogue agents who once plotted here. As you discuss adapting the narrative into a plan, echoes of betrayal resonate through the stone. If the players succeed at mutual storytelling, they summon illusions of the plotters that either battle them or provide crucial information about bypassing a trap-laden area.

d100 = 68

  1. D10=1:They discover 1d4 stone guardians hiding in plain sight, their carvings depicting a significant forewarning for a coming invasion. The earthy scent tinges with age. Solving their riddle might stop the invasion or be cursed, complicating crises above.
  2. D10=2:An unexplained laughter echoes down a winding path, broken only by the opening of a 1d6 wight troupe arguing over lost time. Players can choose to correct their ignorance or confront them—ending their unrest with either knowledge or steel.
  3. D10=3:A group of 2d4 hobgoblins is discovered fighting amongst themselves. The hobgoblins are divided into two different groups. One group is being lead by a blackguard and the other by a hobgoblin named 'Schweppes'. The blackguard has been trying to convince the hobgoblins to join his war band. The hobgoblins are very hesitant to do so, so the blackguard is trying to force the hobgoblins to join. If the players intervene the blackguard will offer the players an equal share of treasure if they are willing to join his war band. The treasure he has to offer is 2d6 diamonds, 2d6 rubies, and 2d6 sapphires. If the players accept, the hobgoblins will attack the players and try to steal the treasure from them.
  4. D10=4:A mysterious hermit named The Shrouded One lives in a remote cave chamber. Draped in tattered cloaks, his face covered, he offers enigmatic prophecies. His words might provide crucial hints or send the party on a wild goose chase.
  5. D10=5:A group of 2d6 kobolds are fighting over one of their fallen comrades. It seems like they were trying to drag him back to their lair.
  6. D10=6:A secret path off the main corridor leads straight to a lair of 1d4 dark fairies who feed off nightmares. They may share valuable info if treated with respect—or mischief awaits.
  7. D10=7:A group of 1d4+2 villagers from a nearby town are searching for the source of the deadly disease that's been killing villagers lately. They think it's caused by some nearby monsters that live in the cave... If they see the party, they will attack the party thinking they're connected to the disease somehow...
  8. D10=8:Cresting over rocky terrain, the party encounters a relic - a former temple now guarded by 3d8 hobgoblins. Their melancholic hymns about the loss of their deity deepen the immediate danger with meditative undertones.
  9. D10=9:A series of reflective pools reveal 2d6 will-o'-wisps luring adventurers into false passages. The cool, clear water sparkles darkly. Discerning the correct path may earn hidden boons or declarations of madness for drinkers.
  10. D10=10:In a sprawling cavern lit by gently bobbing will-o'-the-wisps, dancing with them offers levitation temporarily but blinds you completely at dawn.

d100 = 69

  1. D10=1:The party hears loud sounds of chopping. If the party investigates they find a group of 1d4 Gnolls arguing. They are trying to kill a giant boar.
  2. D10=2:An unexplained laughter echoes down a winding path, broken only by the opening of a 1d6 wight troupe arguing over lost time. Players can choose to correct their ignorance or confront them—ending their unrest with either knowledge or steel.
  3. D10=3:Players enter a small chamber in the cave and find a stone statue of a warrior. As they look closer, they notice that the statue is actually alive. It is a golem and it is here to guard the cave.
  4. D10=4:Ethereal melodies lead to a cave opening holding 1d4 celestial guardians fallen from grace. The clash between light and shadow evokes reflections on duality and penitence.
  5. D10=5:Two gnomes are walking along, talking to each other about how great their new invention is and how it will blow everyone's mind when they show it off to people later on tonight at their secret clubhouse that is hidden somewhere in this area of the cave complex.
  6. D10=6:Following the sound of grinding gears, you find ancient, mystical machinery. Operating it enhances physical attributes temporarily but the soul of a former operator haunts you.
  7. D10=7:Players come across a group of 2d6+4 orcs who are carrying sacks full of stolen food back to their orc camp in another area of these same caves where they plan on feasting and celebrating their latest successful raid on nearby villages and towns...
  8. D10=8:A labyrinthine maze within the cave leads to an enchanted fountain guarded by 1d6 treants. Drinking from the fountain grants a vision of a celestial prophecy but costs the party a cherished memory each, weakening their bonds and memories of former heroics.
  9. D10=9:A cave somewhere in the mountains is absolutely infested with rats. It's hard to see through all of them, but there's a treasure chest somewhere in it all. Inside is a magic sword that can summon 10 rats which will fight for you until they're killed or until the sword is no longer being held.
  10. D10=10:Your foot kicks an old, rusted tin can.

d100 = 70

  1. D10=1:An apocalyptic tableau spread before the players in a cavern devoid of color. 3d6 entropy elementals drain life and energy from anything that ventures too close. No color means no life, and solving the riddle of color is the only way to weaken the elementals or risk encountering their nemesis, who thrives on harnessed entropy, in a weakened state.
  2. D10=2:Twisted roots clutch the walls where 3d4 blights lie in ambush. The air is humid with rot. Unearthing the source of corruption brings the players face-to-face with a cursed druid, their confrontation altered by wisdom or war.
  3. D10=3:The cave ceiling is filled with what look like tiny, sparkling stars.
  4. D10=4:You stumble upon a puddle with small, colorless fish swimming in it.
  5. D10=5:The players discover a trapdoor leading to a wizard's hidden sanctum filled with knowledge and treasures. The catch? Access demands the players endure a terrible polymorph curse that leaves one member of the party an abomination for the rest of their life.
  6. D10=6:Players encounter a group of three elves. One of the elves has been stabbed with a dagger. They are looking for one of the elven ballads about healing that was written by the elves of the north.
  7. D10=7:A group of 1d4 orcs and 1d4 hobgoblins are looking for a group of 1d4 humans. The players are welcome to join this group and raid the humans, but they must wear the same tribal clothes as the orcs and hobgoblins.
  8. D10=8:You stumble onto a hidden chamber with 3d6 dust-covered skeletons guarding a plundered wagon. Searching around might lead to cursed treasure or a vengeful spirit.
  9. D10=9:A grand subterranean colosseum harbors 1d8 minotaurs. They challenge the party to prove themselves in combat. Victory aligns the players with a hidden faction favoring just rulers; defeat reinforces the power of tyrants underpinning local dominion.
  10. D10=10:A group of 2d6 men are out looking for easy targets, they are bandits and will attack the players if they look weak.

d100 = 71

  1. D10=1:Navigating through sloping tunnels, players discover an illuminated skeleton of an eldritch titan, sprawled across multiple chambers. From its hollowed sockets, 1d6 specters of long-dead sorcerers issue cryptic riddles. Solving the riddles might reveal arcane secrets etched in bones but failure curses players to rot at skeleton's touch.
  2. D10=2:A secret room opens before you, revealing 2d4 smugglers counting vaults of riches. They’re discussing the danger of rival smugglers hunting them. You can engage in a conversation to negotiate a share of the loot, or prepare to defend yourself against greedy blades.
  3. D10=3:The players discover a small, wooden box with a picture of a dragon on the lid. Inside the box is a map of the local area with the location of a dragon's lair marked with an 'X'.
  4. D10=4:A group of 2d6 dwarves are in the cave. They are looking for work. They are offering to work for the players for a month in exchange for food and ale. They can do any type of work. They can be hired as soldiers, miners, craftsmen, or servants. The dwarves are honest and hardworking.
  5. D10=5:A sudden roiling mist emanates from a swirling pool, where 1d4 ghostly figures resurrect their torment. To end their anguish, players must act together to resolve the past while battling through sieges of discontent. The narrower their strategies, the worse the entanglements could become.
  6. D10=6:An old man is sitting on the ground. The party will notice that he has a large snake wrapped around his neck. The snake will greet the party, but the man will not move or talk. The party will notice that his eyes look like snake eyes.
  7. D10=7:A glittery cave swarming with 2d8 stirges, hungering for blood. The air is iron-tinged. Finding the stirge nest may offer ancient jewels but avoiding their attack proves crucial to survival.
  8. D10=8:Descending deeper, you find a series of pools filled with viscous, dark water. As you try picking your path, 3d6 cave leeches drop from the ceiling, each capable of draining life force rapidly. Choices come swiftly: dismantle them before they overrun you or use alchemical concoctions to deter them, possibly learning more about the local ecosystem!
  9. D10=9:An eccentric goblin artist named Pixo is covering the cave walls with vivid, multicolored murals. He desperately needs "models" and will reward anyone who poses for him with a magical paintbrush.
  10. D10=10:Following the sound of grinding gears, you find ancient, mystical machinery. Operating it enhances physical attributes temporarily but the soul of a former operator haunts you.

d100 = 72

  1. D10=1:Players see a treasure chest sitting on a table. At first it appears to be a mimic.
  2. D10=2:An underground pond with peculiar fish that speak in riddles. Eating one imbues you with cleverness beyond mortality, though it ensures confounding, contradictory thoughts plague you.
  3. D10=3:A cunning thief with 2d6 magical constructs is trying to steal a Chronomancer's hourglass, buried deep within the caves. Phantasmal echoes of time shifts shimmer around you, and loops of past and future events intertwine. Your strategy—combat, cunning, or time-bending tricks—will impact the very flow of time itself.
  4. D10=4:Rumbles of thunder echo from an upward cavern where 2d6 lightning elementals dance, casting sparks. Surviving their tempers may lead to lucrative deals or disaster.
  5. D10=5:The dripping sound amplifies as you enter a slimy, damp cavern where 2d4 Ooze Guardians dwell. They guard an ancient spawning ground for alchemical oozes, believing outsiders pose a threat. Diplomacy involves offering transmutative substances or proving alchemical prowess. Earning their trust can uncover a cache of rare alchemical supplies or hints to an ooze-related disaster that once reshaped the nearby forest.
  6. D10=6:The party hears lots of laughing. If they investigate, they will find a group of hobgoblins gambling. They are drunk and have been playing a game of dice that they have been betting with. They have been playing all night.
  7. D10=7:3d4 gnolls led by a cunning shaman plan to steal enchanted crystal shards that can control the cave's ecosystem. The cave's “breath” shifts with every move they make. Your approach, whether through direct conflict, subterfuge, or negotiation, will impact the cave’s fragile ecological balance.
  8. D10=8:A family of cave crickets quietly chirps in the darkness.
  9. D10=9:The players come to an underground lake. There is a small cave on the water's edge. Inside the cave, there is a group of 1d4+2 kobolds and 1d8+1 giant rats fighting each other over a pile of treasure. If the players approach, they will stop fighting each other and try to attack the players.
  10. D10=10:The cave's ceiling is covered in a dense mat of roots from the forest above.

d100 = 73

  1. D10=1:A group of 6 dwarves are fighting a group of 4 goblins. The dwarves are wearing chainmail and have axes. The goblins are wearing leather armor and have shortbows. If the players help, the dwarves will give them a shield and offer them food and drink.
  2. D10=2:A group of drunk dwarves are arguing with each other.
  3. D10=3:A blind warlock named Seeress Hadria mulls over wide, brooding pools of ink—divining untold truths and tragic prophecies. Gain fascinating (if somewhat gloomy) magical insights from her iconic potions if you heed her counsel.
  4. D10=4:Cross-cut streaming lore twixt the elven delight lightly echoes devoured by stone-tainted primeval wildcats layered collectively bound harmonic foundations into radiant shielding.
  5. D10=5:Down spiraling to more off-limits depths, the air grows stale and oppressive with 3d6 cursed miners deeply hypnotized. At the helm, Elerian, a mind-weaver attempts to unravel the spell cursing the miners. Assisting him explores intricate details of the curse while facing alternative risks leading to battling the spell-infused miners granting interaction into complex magic nature.
  6. D10=6:Ancestral echoing whispers heartstringed moon mist tunnels obscuring dispersed breath, romantic guard matte steep transformative knighthood inspiring stained stranger into enchanted chase.
  7. D10=7:The ghost of an elven bard sings an eternal lament. Listening increases your charm and performance skills temporarily but causes insomnia and fatigue when the effects end.
  8. D10=8:A small sword lands at the feet of one of the players. The sword is magical, but it's not clear how it works or what it does. The sword is actually a test from the Old King and will help them to defeat the new King.
  9. D10=9:A grand subterranean lake mirroring the stalactites on its surface hosts an ancient ghost ship crewed by 3d6 phantom pirates. They challenge anyone attempting to cross the lake, warning of trespass into their “sea." Overcoming these eldritch sailors requires defeating or banishing their haunting presence, unlocking the way forward.
  10. D10=10:The players come to a bridge across an underground river. The bridge is covered in blood and human bones. If players cross the bridge, they will be attacked by 2d4 crocodiles.

d100 = 74

  1. D10=1:You come across a small shrine with a statue of a god. If the players offer a small sacrifice, they will be granted a wish from the god.
  2. D10=2:A group of 5d4+2 elves are meditating in this room, they are deep in trance and do not notice the PCs unless they disturb them or talk to them.
  3. D10=3:The faint stench of sulfur is overshadowed only by the unsettling scent of brimstone. A group of 1d10 imps torment a trapped adventurer, seeking amusement at their expense. Do you attempt to rescue the poor soul or bargain with the mischievous creatures to leave him alone?
  4. D10=4:You see a group of 1d4 giant spiders eating a dead human body. If any of the adventurers get too close, the spiders will attack.
  5. D10=5:A group of 2d6 goblins are walking back and forth in front of the cave, hoping to protect it from non-goblins. If the party approaches, they will attack. They have 2 hobgoblins with them that will join the fight if it looks like the goblins are losing.
  6. D10=6:A group of 2d6 goblins are dancing and chanting around a fire. If players get too close, they will be attacked.
  7. D10=7:A group of 2d4 bandits are looting the area, searching for coins and other valuables. They will attack the players if they catch them snooping around.
  8. D10=8:You see a group of men wearing beaten armour and wielding battered swords. They are resting near a small campfire. If the players approach, the men will ask them for food and drink. If the players offer help to repair their armour or their weapons, the men will thank them and say they are doing okay for now but will repay the players if ever they need it. If players try to force the men to accept help, they will fight to the death. The men are honourable warriors who have been cursed to wander in darkness until they are helped by a courageous soul who dares to face their battle scars and their good hearts despite their poor equipment and skills.
  9. D10=9:The floor is covered in a thick carpet of mushroom growths.
  10. D10=10:Players see a group of 1d4 humans fighting over a small treasure.

d100 = 75

  1. D10=1:2d4 enthusiastic bardlings practice under an earthen ceiling that threatens to collapse. Players can provide critique for performance or join in—a potential blessing or burden as nearby monsters may overhear and react.
  2. D10=2:The river in the cave requires an obstacle course around 1d4 aggressive river trolls. Players can select a strategic route or engage them directly in trade or battle, knowing that failure puts them in the ever-rising waters.
  3. D10=3:Delving deeper, the players come upon a cavern filled with caged beasts and strange machinery operated by a cabal of wizards conducting unethical experiments. The cabal’s stronghold is rifted with political strife over leadership and the direction of their horrific research. The adventurers can leverage this discord to dismantle the cabal or perhaps seize control of the terrifying power contained within.
  4. D10=4:As the party explores a narrow tunnel, they hear faint singing that leads them to a siren’s grotto guarded by 1d4 giant bats. The siren offers knowledge of a hidden conspiracy in exchange for a dark favor: retrieve a lost artifact from a rival siren’s lair deeper within the cave.
  5. D10=5:Veering into a shadowy alcove, the players encounter a dark elven outpost, manned by 3d6 drow warriors engaged in some dark ritual. They are binding a cave troll with dark magic for a nefarious purpose. How the players handle this tense scenario can result in a powerful ally—or a ruthless battleground of clashing forces.
  6. D10=6:Just as you start to feel safe, your path opens to a crystal cavern that shimmers enchanting hues. However, 1d6 crystalline oozes begin to materialize from the walls, drawn to the light. If players can work together to contain them, they might harvest valuable crystal shards. Fail to contain them, and the threats they create could echo throughout the cave, drawing more dangers.
  7. D10=7:You see two dwarves in front of you. They have come to your aid (you don't need to know why) and they have asked you to follow them. They will lead you to a great treasure. If you follow them and everything is alright, they will eventually leave, if not, they will kill you.
  8. D10=8:A symphony of starry, magical strings carved into the stone offers archaic music. Strumming once transfers part of your essence into the magical dimension temporarily.
  9. D10=9:A group of 5 orcs is marching down the tunnel, following their hobgoblin leader. The orcs are blindfolded to prevent escape. The hobgoblin leader is leading them to the uruk camp.
  10. D10=10:A group of 2d4+2 wolves are roaming around the area. If players approach they will attack.

d100 = 76

  1. D10=1:A subterranean river roars and churns, bisecting a vast cavern where 2d4 water elementals guard ancient bridges. At the shore, Darian the Riverblade, an infamous pirate, plans to reclaim his stolen ship-of-the-ages buried within the depths. Players either join Darian in his daring ploy to outmaneuver the elementals and retrieve the ship or work against him, attempting a hazardous navigation to the caverns' submerged treasures, evading both natural and magical perils.
  2. D10=2:The air grows thick with the stench of sulfur as you enter a cavern dominated by a bubbling pit of magma. Here, a golem of lavastone is animated, guarding a hidden portal to another realm. It challenges the party with riddles, and if they fail or attempt to force their way through, it will attack with phenomenal might (7d8 damage). Solving its riddles not only grants passage but also an ancient secret about a hidden valley being tormented by fire elementals—a chance for heroic intervention.
  3. D10=3:A group of 4 dwarves are exploring the cave, looking for treasure. They're drunk and will attack anyone they meet.
  4. D10=4:Encasing the system’s heart, a spectrum glimmer of rubies reflects the fallen history of an underground merchant galore. 3d4 shades of merchant spirits plead for unveiling their extorted riches’ hidden locales while their loss and shame are potent enough to influence the living trade routes.
  5. D10=5:Two enormous spiders are fighting over territory and will attack anyone who comes near them if they notice them.
  6. D10=6:A group of 2d6+3 goblins attack the players. They are led by the goblin warrior, Gutwrench the Gut Hatcher. He is a level three goblin warrior that carries a polearm and wears a helmet that looks like a giant skull. He is not as dangerous as he sounds.
  7. D10=7:Ascending through a spiral, the tunnel opens to a crystal-covered cavern where 2d6 crystal golems patrol reflects their environment, blending impeccably. Resting under a gleaming stalactite, Arvina, a crystal sage, seeks to harness the cave's unique properties. Players aiding Arvina into harnessing the place’s properties will benefit rare crafting materials, while disturbing brings forceful encounters with these formidable golems.
  8. D10=8:The players come across a group of 2d6 goblins hunting for food in the cave. They will attack the players on sight.
  9. D10=9:The tunnel bends sharply, obscuring what lies ahead.
  10. D10=10:You enter a cave and find a group of 2d6 hobgoblins. The hobgoblins are looking for a powerful magical artifact, and they will attack the players if they think the players have it.

d100 = 77

  1. D10=1:In a narrow passage, you encounter a small family of 3d4 trolls engaged in a lively debate over dinner preferences. You can participate in this comical dialogue with them for a chance to learn their lore or hastily pass, fearing their appetite may shift at any moment.
  2. D10=2:A faint echoing melody pulls you toward a haunting display of 2d4 will-o'-wisps, bobbing gently around a pool of water. They offer to reveal a shortcut through the cave, but only if you can best them in a round of riddles—failure could lead to another dark chamber full of specters.
  3. D10=3:You find a colony of bats hanging silently above in a dark nook.
  4. D10=4:As you touch a wall, flakes of stone crumble away beneath your fingers.
  5. D10=5:A group of goblins are searching the cave. They are looking for loot.
  6. D10=6:Enshrouded in smoke and echoes of pain, they find a tribe of 3d4 grimlocks following the psychic will of an elder brain. Defeating the brain halts the meddling, but assumes mind-shattering risks in perceptions.
  7. D10=7:Wandering through narrow tunnels, characters stumble upon a cavern filled with the ashes of a deceased phoenix. Resurrecting the phoenix requires facing its former 3d8 poachers, but choosing to help the phoenix leads to powerful healing magic and guidance towards an untapped cavern of wealth.
  8. D10=8:Deeper in the cave, a skeletal bridge spans across a chasm filled with writhing shadows. The bridge is patrolled by 2d4 Shadow Revenants, spirits of those who perished falling into the abyss below. They demand a toll in memories to cross safely. Magical memory shards can satisfy them, but too many might leave an adventurer forgetful and vulnerable. Successful negotiation could reveal a shortcut to a hidden dragon hoard rumored to contain the remains of a celestial artifact.
  9. D10=9:There is a small pond in the cave complex that has a 10 foot wide hole in the bottom of the pond. The hole is about 50 feet deep, but there is a magical lever in the bottom of the hole that can make the hole grow to ten times its current size.
  10. D10=10:You see two dwarves in front of you. They have come to your aid (you don't need to know why) and they have asked you to follow them. They will lead you to a great treasure. If you follow them and everything is alright, they will eventually leave, if not, they will kill you.

d100 = 78

  1. D10=1:Musical chants highlight elf-like structure of harmonious orbs, journeying into facades of hidden blossoms eerily anticipated toxic spores spewing an underworld adventure battling gleaming betrayal.
  2. D10=2:A terrifying roar awakens the chamber as a tattered knight recounts their doomed assault on 2d4 manticores. Amongst their fallen comrades lie hints of betrayals and arcane documents. Negotiating a parley with the manticores or battling to reclaim lost honor creates somber, world-changing ripples.
  3. D10=3:Groaned warnings lead to an airshaft with 1d4 grief-stricken will-o'-wisps. Each light signifies unfulfilled desires, steering the party's strategies.
  4. D10=4:A group of 2d6 trolls are waiting for the morning's first group of goblins to harness the giant bat. The trolls are taking a break. They will fight to defend their territory.
  5. D10=5:A group of 1d10 bandits are hiding in the cave, planning to ambush anyone who enters. They're really good at hiding and will be difficult to spot even by those with good perception skills.
  6. D10=6:In a dark cave, the players come across a large pool of murky water. In the center of the pool is an altar with a magical gem atop it. The gem radiates a powerful magical energy, and any creature that tries to take the gem will be attacked by a water elemental.
  7. D10=7:A group of goblins are arguing about whether or not to attack the party.
  8. D10=8:A creeping ooze named Blorp is trying to form shapes resembling cave critters for "charades night." He’ll happily let passersby join to guess, with gooey treasure as a reward.
  9. D10=9:The party encounters Fungus Fred, a hermit who has lived off mushrooms for too long and now has a slight fungal growth on his skin. He offers valuable herbs and potions made from cave flora but speaks in riddles and puns related to mushrooms.
  10. D10=10:The players see a group of 2d4+2 humans playing cards and gambling for money and valuables.

d100 = 79

  1. D10=1:In the heart of the cave system, the characters stumble upon a massive ancient tree whose roots extend throughout the caverns. The tree spirit appears and offers valuable information about the tunnels' layout and hidden dangers, provided the characters agree to help protect the tree from 4d6 rampant kobolds intent on its destruction.
  2. D10=2:Players hear deep growls coming from a nearby cave. As they investigate further, they discover a pack of 3d6 dire wolves.
  3. D10=3:An old minstrel trapped in a bubble of magical water. Freeing him grants one-time use potent songs of power, but his curse transfers partially to you.
  4. D10=4:The twisting passages give way to an enormous cavern filled with bioluminescent fungi. Here, a cluster of 4d8 Lumina Sprites flutter about, their wings casting strange, shifting patterns of light. The sprites are skittish and view adventurers as potential threats. However, they are also known to be deeply in tune with the magical energies flowing through the cave. Diplomacy through the sharing of musical notes and songs may allow the party to gain their favor, leading to revelations about a hidden underground forest where giant glow-worms guard treasures, evolving out of a long-lost clash between ancient druids and starbeasts.
  5. D10=5:Players find a small group of 2d6 bandits who have made camp in the cavern. If the players approach, the bandits will attack.
  6. D10=6:They find a cavern where 2d4 stone giants sing a mournful chant, echoing with power. The cool draft carries melancholy. Participating in their saga might reveal passages through the mountain, while disrupting their song dooms the players to wander.
  7. D10=7:A cliffside drop reveals an abyss with an otherworldly light emanating from the depth below. The chasm houses 1d6 abyssal harpies leading an entrancing, deadly song. Against this backdrop, Zahar, an abyss explorer, charts the passage for a legendary artifact resting below. Joining him offers rare knowledge of the abyss but requires contending with aerial and environmental dangers or braving the abyss without guidance, seeking to discover its hidden mysteries.
  8. D10=8:You discover a modest altar to a forgotten deity, shrouded in darkness. If players choose to offer their belongings, they may earn divine blessings. However, refusal may summon spirits who bear witness to whether their choices have merit or condemnation.
  9. D10=9:A group of 2d4+2 gnomes are here, trying to build a machine that will destroy this entire mountain range and clear out all the obstacles in front of their mining operations so they can start mining again without any more disruptions from orcs and other monsters that live in this mountain range.
  10. D10=10:Players come across a group of 1d4 trolls that are looking for food. They will attack if provoked.

d100 = 80

  1. D10=1:The final chamber opens into a vast, dark expanse pierced only by thin beams of daylight filtering from the surface. Here, legends speak of an immense false dragon, 4d6 draconic hatchlings scampering underfoot. Their kin await a signal of threat or trespass. Choices pivot crucially—unite the hatchlings under a unifying signal to avoid confrontation, or confront the dragon, awakening a force linked to celestial cycles, potentially altering your home world’s fate.
  2. D10=2:As they navigate a thin ledge above a void, a landslide traps them in a collapsing cavern. The tremor awakens 3d4 skeletal giants who wield chains. The relentless clanking and echo of falling rocks heighten the tension. Among the rubble, an old warlord's banner suggests these titanic defenders have ties to an ancient kingdom torn apart by strife.
  3. D10=3:The players come to an underground lake. There is a small cave on the water's edge. Inside the cave, there is a single green dragon sitting on a pile of treasure. If the players approach, the dragon will attack them.
  4. D10=4:You arrive at a subterranean fungus grove, tended by myconids emitting hypnotic spores. To pass without succumbing to their beguilement, players must work together to balance physical exertion with mental resilience, possibly rotating which party member leads while others shield their senses.
  5. D10=5:There is a large 20 ft. deep pit that is located here, there are giant bats living in this pit. BABA YAGA (the hut) I'm posting Baba Yaga here because it just feels like the right place for her, not that I personally will play her in any campaign, as I find her to be extremely goofy/weird and would like to avoid that stereotype whenever possible. Baba Yaga (the hut) is a female forest spirit that captures anyone who enters her hut, (That she is often pictured as living in) and forces them to do work for her. She is often so hungry that she eats those that don't finish their work. Special Attributes: Baba Yaga can appear in any form that a general humanoid can take. Her most common forms are a very large woman with long, tangled black hair, wearing a ragged dress, or an old man with a long white beard. Have fun, human DM!
  6. D10=6:You find relics left by past adventurers. Wearing their equipment imparts residual skills but justifies their failed destiny and desperation upon your shoulders.
  7. D10=7:Players see a large black dragon curled up in a corner of the cave. It is sleeping. If the players don't disturb it, the dragon will not notice them.
  8. D10=8:An immense cave of shifting shadows and light appears, where nothing remains stationary for long. Within this surreal environment, 1d8 shadow assassins try to lure you into traps. The assassins know hidden secrets and can negotiate if you can navigate the ever-changing shadows without losing your way.
  9. D10=9:A thick carpet of fungus spreads out across the floor.
  10. D10=10:Players come across 2d4 giant bats who are swooping around in the darkness of the caves.

d100 = 81

  1. D10=1:Within an eerily beautiful chamber, characters meet 2d8 sentient gems, ancient beings with vast knowledge. These gems offer visions of hope, critical to solving lunar puzzles that ward off 4d4 creatures of the underdark.
  2. D10=2:Navigating a labyrinthine passage, the players encounter a trio of haggard, half-crazed miners. Starving and paranoid, these NPCs (2d6 in number) beg for food or trade valuable gemstones for supplies. The miners warn of a cave-in conspiracy by a rival mining faction, adding a layer of intrigue. Trusting them could lead to acquiring a treasure map—or a betrayal and ambush from their supposed “rivals.”
  3. D10=3:Among the gloomy passages, the characters discover an uncanny echo that mimics their every move. This echoing is the work of 5d6 mischievous sprites. Calming and befriending the sprites leads to a reveal of a hidden passage guarded by magical seals that the sprites help unlock.
  4. D10=4:Players hear whimpering sounds. They see a small goblin tied up in the middle of the room. The goblin is actually a powerful illusion spell cast by a powerful evil wizard.
  5. D10=5:Your foot kicks an old, rusted tin can.
  6. D10=6:In an oddly quiet section, you find yourself knee-deep in a dark, syrupy liquid that clings uncomfortably. 2d4 shadow hounds prowl here, their forms intangible and ever-changing. Defeating them requires you to fight your own shadow, facing your darkest fears.
  7. D10=7:You encounter an ancient minotaur guardian who offers a challenge of wits. Winning grants a boon of strength; losing traps your mind in a labyrinthine dream.
  8. D10=8:A group of 2d4 goblins have set up an ambush in the caves. They will try to capture the players and force them to be a part of their gang.
  9. D10=9:The cave walls pulse with organic, vein-like patterns that occasionally emit a low hum. A being known as the Heart of Stone, an ancient earth elemental, lies connected to the cave’s very soul, guarded by 3d6 Earthbound Sentinels. The Heart desires stories of changing landscapes and evolution above ground. By sharing these tales or promising to bring fragments of such change back, the party might convince the Heart to divert natural cave hazards like rockslides and lend its power for a time. However, displeasing it could rouse dormant fire spirits known to be chained deep within the earth veins.
  10. D10=10:A group of 5 orcs is marching down the tunnel, following their hobgoblin leader. The orcs are blindfolded to prevent escape. The hobgoblin leader is leading them to the uruk camp.

d100 = 82

  1. D10=1:A small adventuring party of humans will be sitting around a campfire. They have been stuck in the cave for 2 days and have been advised by a friendly gnome to go down a different area of the cave if they want to leave. If the players ask them for help they will not be happy to be interrupted.
  2. D10=2:A small, quiet stream meanders through the cave.
  3. D10=3:The players hear chanting. They see 2d4 humans. They are dressed in black robes with hoods covering their heads. They are carrying a box covered with a black cloth. The humans are cultists of a dark god who have been performing a ritual to summon a demon. If interrupted, they will attack the players.
  4. D10=4:The sound of dripping water guides you to a leisurely stream inhabited by several 1d6 frogfolk. They greet you with an offer to trade useful items but are highly persuaded by shiny trinkets. Do you bargain with something of value or leave the passing strangers be?
  5. D10=5:A group of goblins are running through the cave with a torch trying to catch something. They will attack the players if they get too close. They are chasing a small mouse.
  6. D10=6:Calming, magical music flows through the cave as 2d4 loving dryads and nixies offer the party much-needed respite. They share tales of legendary romances but warn about a tyrannical dark elf seeking to harness their power, who might strike at any moment.
  7. D10=7:An artist’s nook delights with tapestries unraveling stories of ancient battles as 2d4 sentinels assess the authenticity. Understanding their culture opens up deeper interactions.
  8. D10=8:Tension hangs in the air before a lonely statue, with 2d6 specters lurking beneath, their moans reverberating through the hall. You have the choice to engage them with offerings or to tread lightly, risking awakening their rage or passions.
  9. D10=9:The players spot a group of robed men carrying lanterns and chanting peacefully. If the players get to close the men will attack and try to bash them over the head with their lanterns as hard as they can. If any of the players are injured badly enough by this the men will run away and raise an alarm trying to warn everyone to stay away from the players.
  10. D10=10:A group of 2d4 goblins attack the players with an onslaught of arrows.

d100 = 83

  1. D10=1:An empty, trickled wine cavern confrontation revealing halfling gentle healers is softened romantic longing besets valiant heart pledges shrouded corner puzzles battling deceptive cave 3d6 manticores.
  2. D10=2:A dilapidated alchemist’s station contains recipes for ancient potions. Brewing them grants potent effects but misunderstood ingredients occasionally explode with wild magic.
  3. D10=3:Amidst sharp caltrops of limestone, your path is blocked by a scribe dragon and its 3d6 book mimic minions. The dragon guards ancient tomes revealing the true lineage of a ruling noble family and the conspiracy within. Conversing with it can be beneficial or catastrophic.
  4. D10=4:The passage opens to ancient murals depicting a long-buried civilization. 2d6 spirits guard the artwork and offer knowledge at a price—or attack intruders. Players can negotiate with the spirits wisely or engage in combat, risking valuable knowledge lost forever.
  5. D10=5:Radiant stones rest symmetrically resembling a long-forgotten gladiatorial arena. Standing in placement augments combat skill but births empathic visions of ancient warriors plaguing dreams.
  6. D10=6:Exploring an underground forest grove, they encounter 3d6 tree kin, sentient plants whose aura exudes surreal pheromones conjuring illusions of eternal autumn. Players can learn valuable forest knowledge by connecting or cut through enchanted foliage to avoid a vegetative hypnosis fate.
  7. D10=7:Winding through twisted tunnels, the air grows colder until reaching a chamber filled with bizarre ice formations despite the cave's warmth. 3d6 ice wraiths guard this area, their whispers hinting at ancient cold secrets. Here, Velean the Ice Seeker performs strange rituals, hoping to learn to control the wraiths. Players can aid her with her rituals, obtaining protection against cold attacks, or choose to rid the cave of the wraiths, requiring intense battle knowledge and strategy.
  8. D10=8:A high, fluttering sound reveals a swarm of luminous bats. Allowing them to guide you leads to hidden treasure but they also carry a disease that causes temporary blindness.
  9. D10=9:Within a flawless, reflective chamber is a pedestal with a glowing amulet. Wearing it grants night vision but causes random bouts of night blindness in daylight.
  10. D10=10:The air grows warmer, with a faint smell of sulfur.

d100 = 84

  1. D10=1:You come across a large chamber filled with large spiders. The spiders will attack anyone who enters the chamber. They are guarding a magical artifact.
  2. D10=2:A heavy silence falls over your group when you stumble upon a pack of 1d4 dire wolves lounging on a rock. They will only let you pass if you share your most embarrassing tale.
  3. D10=3:Living off cave moss, an emaciated wizard named Marlith has been trying to decode an ancient runic language carved on the walls. He offers his magical expertise and some cryptic clues to the cave’s secrets but is easily distracted by new rune discoveries.
  4. D10=4:Players come across a group of 2d4 wyverns who are nesting in a nearby cave. They will attack if the players get too close.
  5. D10=5:An open area influenced by flickering light releases ephemeral shadows. Interacting with these shades unveils forbidden knowledge, eternally binding them to seek your misfortune.
  6. D10=6:A Flood Dragon is sleeping in the water. It will not notice the players unless they make noise.
  7. D10=7:The players stumble upon a broken magical mirror that reflects them with grotesque deformities. Fixing the mirror might grant them valuable future insights, but requires components from harming innocent creatures that live nearby.
  8. D10=8:Perilously crossing a bridge of crumbling stone, players stumble upon a band of 2d6 mercenaries scheming to eliminate a rival crime lord hidden deeper within the cave systems. Players can choose to ally with the mercenaries, risking a dangerous descent into vengeance, or convince them to abandon their plots for a heroic cause instead, discovering valuable intelligence on the greater power struggles at play in the kingdom.
  9. D10=9:The scent of sulfur permeates the air, suggesting nearby geothermal activity.
  10. D10=10:The dim light reveals a sacred shrine dedicated to a long-lost deity, where 1d4 cultists are attempting to summon dark powers. They mistake your presence for intruders and confront you with weapons drawn, demanding respect for their twisted rituals. You may attempt to stealthily sabotage their offerings or negotiate to learn more about their motives. Fail to convince them peacefully, and you may unleash unspeakable horrors from the shrine’s depths.

d100 = 85

  1. D10=1:In the darkened depths of the cave, players stumble upon a gallery filled with beautiful crystal formations. However, 3d4 crystal golems stand guard. If players can intrigue the golems with clever conversation or argument, they might learn how to neutralize the golems without fighting.
  2. D10=2:A cavern echoing with splashing sounds draws you closer, and 3d6 merfolk can be seen trapped in a dried-up pool. Will you offer them aid, or ignore their pleas for assistance and risk their wrath when the tide shifts?
  3. D10=3:A shrill shriek echoes from a shadowy nook where a vampire bat named Luciano is giving voice lessons to a pair of tone-deaf kobolds. He might reveal secret passages in exchange for a new songbook.
  4. D10=4:The unmistakable scent of mold fills this cavern where 2d10 zombies shuffle. Quick combat might seem easier, but discovering their tragic past offers deeper roleplay opportunities.
  5. D10=5:You find a crumbling statue of an ancient hero, guarded by 1d3 animated armors. Speaking to the statue might unlock ancient stories or hints to perplexing cave mysteries.
  6. D10=6:A stoic stone giant named Granite meditates in a trance, mumbling cryptic prophecies. Disturbing him for insight will either result in enlightenment—or a literal rock-throwing expulsion.
  7. D10=7:Deep within a narrow, twisting passage, the players come upon a secret grotto filled with exotic, but highly venomous, cave flora. Among the flora, 3d6 giant centipedes skitter, guardians to nature’s deadly bounty. Engaging the centipedes might yield rare alchemical ingredients, yet the risk of poison inflicts severe and potentially lethal consequences.
  8. D10=8:The players come across a room with bones scattered everywhere. They notice that the bones are not human.
  9. D10=9:A group of 2d6 goblins are holding a treasure chest they have stolen from an adventurer. They will run from a fight.
  10. D10=10:A small, hollow echo from your footsteps hints at a chamber beneath you.

d100 = 86

  1. D10=1:As you approach an open chamber, a sickening stench wafts through the air. In the shadows lurk 1d6 ogres, engaged in a fierce card game for their lives. Players can interfere with their game for gain or distract them to steer their focus away. Whether fortune or dismay will follow relies even more heavily upon succeeding as a team.
  2. D10=2:The sounds of a yelling and fighting can be heard from the other end of a hall. If the players check it out they will encounter an old man and his wife fighting each other. The old man will be yelling at his wife telling her to shut up, while the old woman shouts at him that he has never loved her and that he must be cheating on her with other women. If they try to leave they will notice they are trapped by a magical wall that the old woman created to keep her husband from having any affairs. The old man will want the players to leave him alone and won't want any help.
  3. D10=3:A group of 1d10 goblins are sitting around a campfire in front of a large cave. They will attack any players who approach.
  4. D10=4:The cave's ceiling is dotted with phosphorescent fungi emitting a ghastly green light, casting grotesque shadows. A cold draft continuously underlines the feeling of impending doom. The party finds themselves besieged by 4d6 kobolds armed with crude, rusted weapons. An ancient wall carving suggests an old, dark alliance between these kobolds and a powerful necromancer. Players must decide whether to fight or parley, the latter option holding veiled dangers and potential alliances.
  5. D10=5:You detect a faint, sulfuric smell emanating from a nearby tunnel.
  6. D10=6:The river in the cave requires an obstacle course around 1d4 aggressive river trolls. Players can select a strategic route or engage them directly in trade or battle, knowing that failure puts them in the ever-rising waters.
  7. D10=7:A faint echoing melody pulls you toward a haunting display of 2d4 will-o'-wisps, bobbing gently around a pool of water. They offer to reveal a shortcut through the cave, but only if you can best them in a round of riddles—failure could lead to another dark chamber full of specters.
  8. D10=8:Trapped by a cave-in, the party meets a cheerful dwarf merchant named Grundi, who was on his way to sell rare gemstones. He’s eager for rescue and offers valuable stones or information on the cave’s secrets if the party helps him escape.
  9. D10=9:A glittery cave swarming with 2d8 stirges, hungering for blood. The air is iron-tinged. Finding the stirge nest may offer ancient jewels but avoiding their attack proves crucial to survival.
  10. D10=10:Players come across a group of 1d4 trolls that are looking for food. They will attack if provoked.

d100 = 87

  1. D10=1:Players enter a room filled with mushrooms. Some of the mushrooms are glowing and humming. If the players investigate, they find out that the mushrooms are actually magical and can cast spells.
  2. D10=2:A small section of the wall appears scorched and blackened.
  3. D10=3:Deep in an eerie cavern, the party encounters Willa, a minor vampire who prefers the cave’s bats over human blood. Willa is in search of a special nocturnal flower that blooms only in darkness. She promises information about hidden pathways if the party assists her.
  4. D10=4:The cavern floor suddenly gives way, revealing a hidden room containing a ghostly librarian named Tenebris. His vast collection of spectral tomes contains knowledge lost to time. He asks the party for help in cataloging his collection, offering valuable information in return.
  5. D10=5:Sudden panic fills the air as the players hear a loud, rumbling noise from the cave ahead. A cave dragon is attacking the party!
  6. D10=6:The ground trembles beneath you as you navigate through a cavern with unstable rock formations. 2d6 earth elementals emerge, their forms shifting with the quake. Defeating them requires quick reactions, while conversing with them reveals seismic conspiracies threatening surface civilizations.
  7. D10=7:A group of 5d4+2 goblins are training in a large cavern. Their leader is a half-orc ranger. He is practicing with his bow. The players can choose to sneak around and avoid detection, or they can attack the goblins.
  8. D10=8:The earthy smell of decaying leaves wafts through as 2d4 shambling mounds block your way. Players can decide to tempt them with foliage or fight for passage.
  9. D10=9:A group of 1d6+10 kobolds are arguing about whether or not they should attack the party. They will decide on their own.
  10. D10=10:As they rest, the characters are approached by 2d6 gentle cave spirits seeking help to oust a group of 3d4 warlocks desecrating their sacred grounds. In return, the spirits offer to lead the characters through secret passages filled with ancient knowledge and forgotten history.

d100 = 88

  1. D10=1:A dilapidated alchemist’s station contains recipes for ancient potions. Brewing them grants potent effects but misunderstood ingredients occasionally explode with wild magic.
  2. D10=2:Among crystal stalagmites mapped for lovers, dwarven guard navigates young lovers facing transformative sorrows hinted by lurking predators weaving through dark glowing webs.
  3. D10=3:The players see a group of 4x goblins running down the hall trying to catch something. They are chasing a small dog.
  4. D10=4:The players find an underground river that can heal wounds but only after first absorbing the life energy from a nearby sacred tree, the heart of the cave's ecosystem. Using the river would doom the tree and throw the ecosystem into chaos.
  5. D10=5:A stoic stone giant named Granite meditates in a trance, mumbling cryptic prophecies. Disturbing him for insight will either result in enlightenment—or a literal rock-throwing expulsion.
  6. D10=6:The air is suddenly filled with the fluttering of moths disturbed by your presence.
  7. D10=7:As the players traverse a shadowy cavern filled with bioluminescent fungi, they stumble into a clandestine meeting between two rival drow houses. A heated negotiation about an underground artifact is taking place. The players can listen in to gather crucial information about the drow’s power dynamics or intervene and risk triggering a deadly skirmish in the dark.
  8. D10=8:A group of 2d4 goblins have set up an ambush in the caves. They will try to capture the players and force them to be a part of their gang.
  9. D10=9:Soft, spell-cast light reveals artisans working on a romantic rock sculpture adored by 2d4 aasimar lovers. Confident until now, they realize a troll war band (2d4 bugbears) threatens to raid their treasure. Assistance brings heartfelt gratitude and dangerous conflicts.
  10. D10=10:The party hears the sound of a flute being played. If they investigate, they will find a small cave with a halfling sitting at the mouth of the cave playing his flute. He will ask the party if they want to hear his song. If they say yes, he will play a song.

d100 = 89

  1. D10=1:A group of 1d10 orcs are preparing for an ambush. They can be seen sharpening their spears and practicing their fighting skills in front of a large pit trap that has been dug in front of their camp.
  2. D10=2:The sound of footsteps echo eerily, but no source is visible.
  3. D10=3:The players come across a group of 2d6 goblins arguing over whether or not a nearby cave entrance is haunted. They will attack the players if they get too close.
  4. D10=4:A family of cave crickets quietly chirps in the darkness.
  5. D10=5:The air is cool and refreshing, a welcome reprieve from the outside heat.
  6. D10=6:A small, harmless snake slithers past you on its way to a hidden lair.
  7. D10=7:An ancient scroll found in the cave speaks of a ritual to gain favor with a forgotten deity. The ritual requires the pain and sorrow of 100 souls, where each success brings power but also sends the souls to eternal suffering.
  8. D10=8:In the cave, players find a group of 2d6+4 mercenaries who are looking for work. They are led by a warrior named 'Big John' and would be willing to fight alongside the players for a price.
  9. D10=9:A flickering torch rests against trail markers scratched in stone; a meeting of 2d4 shadowkin engages you over divided loyalties. Casual gaming could reshape allegiances.
  10. D10=10:Off the beaten path lies another realm; the passages adorned with floating wisps lighting eerie pathways. 2d6 phantom guardians patrol this realm. In the dimensional fold, stands Deril, a transdimensional scholar seeking lost runic symbols. Players can choose to assist Deril unravel complex runic combinations, weaving through guarded pathways, or facing phantoms while seeking alt dimensions leading to fortuitous discoveries.

d100 = 90

  1. D10=1:In a low-hanging cave, 3d4 darkmantles drape hiding among bats releasing fear-inducing screeches. The air is damp, thick with guano scent. Removing the threat reveals a journal mapping ancient cave routes, scrawled with mystic prophecies.
  2. D10=2:A sudden shockwave reverberates indicating that 2d4 living rocks are having a stone-throwing contest. You could either encourage the friendly competition or navigate through with caution to avoid injury from unintended projectiles.
  3. D10=3:A worn, ancient pathway suggests this cave was once well-trodden.
  4. D10=4:A slumped figure against the wall is a half-starved merchant who begs for food and company, claiming knowledge of a secret treasure. If rescued, players can uncover both real treasure and hints of a larger conspiracy. Ignoring him may invoke the curse of undying hunger in his despair.
  5. D10=5:They discover a room covered in runes with walls bleeding a mysterious substance, home to 3d4 wraiths. The air is filled with haunting whispers. Reciting an incantation could break their curse but failing to do so ignites an epic wraithly confrontation.
  6. D10=6:The walls pulse with bioluminescent algae, illuminating snakelike trails. 1d4 spirit nagas challenge the party with cryptic riddles and psychic threats. Winning their favor grants information on an upcoming arcane celestial alignment, while failure invokes a psychic curse.
  7. D10=7:Players come across a large room. Vines hang from the ceiling and walls. The vines are covered in thorns. If anyone touches them, they will take 1d20 damage from the thorns.
  8. D10=8:Phosphorescent fungi illuminate a grotesque scene: 3d4 zombies shamble around a necromancer's altar. Intervening can stop the necromancer from raising a cave-dragon, but failure could unleash a plague of undead through nearby villages.
  9. D10=9:A group of 1d4 trolls are dragging a giant bat into their cavern. They are going to use it to sleep on. They will fight to defend their territory.
  10. D10=10:The sound of wings flapping echoes hauntingly through the air.

d100 = 91

  1. D10=1:The party encounters Mirabel, a druid who has been helping injured cave creatures. She’s searching for a sacred underground spring rumored to have healing properties. She will ask for the party's help in finding it while offering her healing services in return.
  2. D10=2:In a subterranean lake, the party meets Laria the Nixie, who sings hauntingly beautiful songs. She offers to enchant the party's weapons with water-based magic if they rid her lake of a troublesome water elemental named Splashthrax.
  3. D10=3:A cascading shower of slow-moving sparks forms a reverse waterfall. Bathing restores divine connections but makes magical communications garbled for a day.
  4. D10=4:Players find a group of 2d4 hobgoblins. The hobgoblins will attack the players if they get too close.
  5. D10=5:The players discover a small, wooden box with a picture of a dragon on the lid. Inside the box is a map of the local area with the location of a dragon's lair marked with an 'X'.
  6. D10=6:Players encounter a group of 2d4 giant bats. The bats will attack the players if they get too close.
  7. D10=7:A loud crash sends rocks tumbling down toward 2d3 dwarf prospectors searching for gems. Players can join their search or flee from danger, aware that the commotion may attract larger threats from deeper in the cave.
  8. D10=8:You discover a delicate bridge of spider silk spanning a bottomless chasm. 1d4 giant spiders guard the way, but conversing with the arachnid queen reveals a schism among cave-dwelling monsters, and who you choose to help may influence future allegiances in unforeseen ways.
  9. D10=9:Small pockets of bioluminescent fungi cast a faint, eerie glow.
  10. D10=10:A dilapidated alchemist’s station contains recipes for ancient potions. Brewing them grants potent effects but misunderstood ingredients occasionally explode with wild magic.

d100 = 92

  1. D10=1:The players come across a small cave opening where they can see daylight streaming in from above. There is an old man sitting outside this cave holding a small wooden box in his hands. He will tell players his story of how he was exploring this area, but got lost and then found this little cave opening where he has been sleeping for months and months now under the watchful eye of the local kobold tribe who have been feeding him but not allowing him to leave. He has some good information that may help players with their quest, but he is incredibly senile.
  2. D10=2:In a subterranean lake, the party meets Laria the Nixie, who sings hauntingly beautiful songs. She offers to enchant the party's weapons with water-based magic if they rid her lake of a troublesome water elemental named Splashthrax.
  3. D10=3:Players find a small shrine dedicated to an old god. Inside the shrine is a magical armor set with a +1 bonus to AC.
  4. D10=4:The players find an unusual, sentient golden chalice granting powerful prophecies, but only after being filled with the blood of a truly kind-hearted being. The chalice's insights could aid them in their quest, but always at a terrible cost.
  5. D10=5:You sense a strong Anti-magic field in the south-east corner of the cave. If you get closer, you will find 4 skeletons with flasks of Anti magic liquid resting on their chests. A magically sealed chest is on the floor next to them.
  6. D10=6:Traces of forgotten graffiti dot the cave walls—stories of redemption lost in darkness. As players recount their own tales, a mysterious force may offer temporary boons. Misalignment with their tales beckons a shadowy figure seeking revenge for the forgotten.
  7. D10=7:Scavenging through an eerie labyrinth reveals decayed furniture and hollow walls bearing witness to a poison catastrophe. Distilling the lethal residues offers rare alchemical materials yet invokes the misery of an alchemical guild haunted by the unresolved deaths of its famed masters.
  8. D10=8:A family of cave crickets quietly chirps in the darkness.
  9. D10=9:Trickling water leads to a tragic tableau where 2d6 skeletal figures encircle an ancient clerical artifact. Clasping notes record their peaceful city’s oceanic collapse. Reclaiming or transforming their sacred artifact requires heartfelt negotiation and offers insight into sunken maritime realms.
  10. D10=10:A sudden rockfall traps the characters. As they struggle to free themselves, an ethereal being resembling a legendary hero of their world appears, offering advice and hope. The spirit reveals secrets about the cave network, warning of 3d4 rust monsters ahead but also hinting at hidden treasures.

d100 = 93

  1. D10=1:A series of reflective pools reveal 2d6 will-o'-wisps luring adventurers into false passages. The cool, clear water sparkles darkly. Discerning the correct path may earn hidden boons or declarations of madness for drinkers.
  2. D10=2:Dripping water echoes eerily through the cave, the sound constantly shifting, never letting the party forget the suffocating darkness. Suddenly, a stalagmite crumbles, revealing a hidden nest of 2d6 giant cave spiders. A sickly miasma hangs in the air, and the damp makes every step treacherous. The spiders' webs choke the room, making movement difficult and placing players in a suspenseful dance between combat and escape. Captured adventurers might find old notes hinting at a doomed expedition related to the kingdom's lost treasures.
  3. D10=3:At a cavern's heart, a strange temporal vortex reveals multiple versions of the cave. 2d4 temporal wraiths swarming them can only be fought with strategy stretching across timelines. Making the wrong decision sends players into a dark future or past, offering glimpses of their nemesis's potential victory or downfall.
  4. D10=4:The party hears a group of orcs arguing about something. If they investigate, they will find them arguing about whether or not to attack the party first or to attack the nearby village first.
  5. D10=5:A tribute to ancient artisans draws in asilent watcher - an elder obsidian golem numbering but one, actively reflecting upon creation’s fleeting nature.
  6. D10=6:A group of 1d10 orcs are feasting on the remains of a deer. They are drunk and will attack anyone who approaches.
  7. D10=7:An overworked dwarf ale brewer named Bron is setting up shop in the cool cave entrance. He could trade precious potions of invisibility (brewery experiments gone awry) for help in hauling kegs.
  8. D10=8:A swirling whirlpool of chaotic arcane energy contains fragments of a great wizard's mind and power. You need to navigate through this energetic vortex by using protective enchantments, pulling together to stabilize segments long enough to extract safely. Handling powerful magical residue inflicts various temporary effects that need group synergy to manage.
  9. D10=9:A large rock is blocking the entrance to a cave in the cavern complex. The rock is actually a giant boulder that was thrown down on a large group of drow by dwarven warriors. The drow are actually still alive, but they are trapped under the rock.
  10. D10=10:The cave walls suddenly shimmer with reflections, and the party realizes they’ve entered the domain of 1d12 Mirror Phantasms. These spectral entities can duplicate the physical appearance and abilities of those they encounter. Combat with the Phantasms is like battling one’s own mirror image. Alternatively, engaging in a deep philosophical discussion could convince the Phantasms to share secrets about the mirrored realms, revealing access points to alternate realities where the consequences of actions differ dramatically.

d100 = 94

  1. D10=1:A shimmering pool of water invites you to take a refreshing break. But as you lean down to drink, 2d4 water weirds emerge, angry at the disturbance. If players choose to negotiate for safe passage or offer something of value, they may earn access to a secret underwater grotto promising long-lost riches—or a watery grave.
  2. D10=2:Descending into a cavern where light frames surreal statues, players discern petrified adventurers ensnared by 1d6 medusas. The medusas' lair hides arcane artifacts, but also harbors bone-chilling mystery and conspiracy from a cult who once thrived beneath these caves. Facing medusa threats tests combat skill and cunning or deliverance from their curses through a labyrinthine exodus.
  3. D10=3:A group of 1d4+2 ogres are seen attacking a group of 1d6+3 hobgoblins.
  4. D10=4:You spot small, colorful salamanders clinging to the damp walls.
  5. D10=5:The players encounter an old man who is walking down the road with two donkeys laden with goods. He is looking for someone to hire him as a guard or caravan escort. He is an expert bowman and will only work for 6 months out of the year due to his age and health limitations.
  6. D10=6:Chilled droplets fall from above, dampening your hair and shoulders.
  7. D10=7:Two enormous spiders are fighting over territory and will attack anyone who comes near them if they notice them.
  8. D10=8:Loose gravel crunches loudly underfoot with each step.
  9. D10=9:Passing luminescent bars unveil duergar passion among dwarven legends persisting night prowlers instigating dark brogues shrouded by enraged plumes.
  10. D10=10:The bleak rear of the cave veils 1d4 wyverns. Their boundless despair is felt in each slash and wound, transforming the clash into a reflection on primal rage against futility.

d100 = 95

  1. D10=1:The path opens into a small, sandy hollow.
  2. D10=2:A colony of giant bats has taken refuge in the cave. Their leader, who possesses the gift of speech, begs the players to help relocate them to another safer cavern. Doing so means risking encounters with dangerous subterranean creatures tracking the bats.
  3. D10=3:Crystal-cketched obelisks shimmer labyrinthine trials, invoking primal archaic carvings molding youth tasked by dwelling informing heavy-duty sheathed elk turnout.
  4. D10=4:This cavernous void unveils primeval hunger birthed through hydras’ (2d6 offspring) triumphant history where paralled heroism and defeat unfold. The cavern's deconstructive resonance forewarns eternal fables—reflecting broader draconic omens as opposed to simplified local symbolisms' realization.
  5. D10=5:A peculiar rock formation looks eerily like a face.
  6. D10=6:You find a crumbling statue of an ancient hero, guarded by 1d3 animated armors. Speaking to the statue might unlock ancient stories or hints to perplexing cave mysteries.
  7. D10=7:The faint echo of laughter dances through the air, leading players to a gaggle of 1d4 nymphs. If approached lightly, they may offer help to navigate the cave—should the players engage or betray the trust, it may summon chaos.
  8. D10=8:A group of 6 dwarves are fighting a group of 4 goblins. The dwarves are wearing chainmail and have axes. The goblins are wearing leather armor and have shortbows. If the players help, the dwarves will give them a shield and offer them food and drink.
  9. D10=9:The walls grow faintly as if brushed by radiant auroras. 2d4 moonstone elementals guard an ancient moonlit altar. Rituals performed here impact tide-controlling elemental courts but refuse advice without testing visitors' alignment with tides of fate themselves.
  10. D10=10:The players find a small chest with a simple lock. The chest contains a small amount of gold and gems.

d100 = 96

  1. D10=1:A forlorn wail echoes through the tunnel, leading to a pit where 1d4 wyverns have nested. Below, a lone survivor is shackled, feeding and watching over his dying comrades. He pleads for salvation, revealing he is a scout from a rival kingdom offering dangerous secrets in exchange for rescue.
  2. D10=2:A group of 3d6 dwarves is walking down the tunnel. They are carrying a chest full of gold. If the players attack, the dwarves will fight back with their axes. The chest will break and scatter the gold if it takes any damage.
  3. D10=3:The torn remains of an intricate mechanical clock, its last chimes marking the tragic fall of an underground gnome technocracy, anchors a chamber. Derelict automatons (1d
  4. D10=4:A group of 2d4 pixies attack the players with an onslaught of arrows.
  5. D10=5:A group of 2d4 dwarves are arguing about what to do next. One of them suggests that they should attack the party, but no one else agrees with him.
  6. D10=6:A grand subterranean lake mirroring the stalactites on its surface hosts an ancient ghost ship crewed by 3d6 phantom pirates. They challenge anyone attempting to cross the lake, warning of trespass into their “sea." Overcoming these eldritch sailors requires defeating or banishing their haunting presence, unlocking the way forward.
  7. D10=7:A party of 2d4 dwarves are exploring the caves. They will join with the players if they can eliminate the orcs and kobolds that have been attacking their village.
  8. D10=8:The players find a small chest with a simple lock. The chest contains a small amount of gold and gems.
  9. D10=9:A cascading spiral staircase leads you down to a pool of red liquid. Bathing in it gives significant health regeneration but also stains and brands your skin, making you recognizable to enemies.
  10. D10=10:A slip of parchment pinned to a wall recounts stories of treachery among 2d4 rogue agents who once plotted here. As you discuss adapting the narrative into a plan, echoes of betrayal resonate through the stone. If the players succeed at mutual storytelling, they summon illusions of the plotters that either battle them or provide crucial information about bypassing a trap-laden area.

d100 = 97

  1. D10=1:In a sudden burst of laughter, you face 2d8 jesters who have taken over a cave filled with precious gems. Their enchantment turns the cavern into a carnival of gleeful chaos. Players can choose to reclaim the gems through a series of absurd games or overthrow the jesters in a tacit comedy battle, winning both their treasure and the jester's respect—wielding disruption into harmony as they learn that laughter can hold its own weight in war.
  2. D10=2:The players see a few dead orcs and a dead lizardman. If they investigate they see that the lizardman has been killed with a sword and an axe. If players continue to investigate, they find a few arrows embedded in the wall.
  3. D10=3:Buried within the depths of the cave lies a long-forgotten library guarding its secrets with sentient golems. The records within contain forbidden knowledge that various factions covet to solidify their power. As the adventurers explore, the struggle between sages, renegade scholars, and cultists over these lost tomes tightens around them, placing them in the heart of an intellectual and arcane war.
  4. D10=4:A group of 2d4 dwarves are arguing about what to do next. One of them suggests that they should attack the party, but no one else agrees with him.
  5. D10=5:A group of 1d3+3 human soldiers have been captured by a group of hobgoblins. They are being held in the cave. The hobgoblins rant and rave at how stupid the humans are. The soldiers are tied up and begging to be freed from the hobgoblins.
  6. D10=6:There is a loud roar coming from down the hallway. When the party investigates, they find a large black dragon sleeping in a nest of treasures.
  7. D10=7:A crystal cavity offers insight into ancient history as 1d3 druids seek the wisdom of the cave. Players may choose to converse or join them in their communion, knowing that nature’s harmony can yield both enlightenment and peril.
  8. D10=8:You stumble onto a hidden chamber with 3d6 dust-covered skeletons guarding a plundered wagon. Searching around might lead to cursed treasure or a vengeful spirit.
  9. D10=9:The air seems to get a little warmer the further you go.
  10. D10=10:Players discuss exploring an abandoned mine but hear muffled sounds of laughter echoing from the depths. As they approach, 2d4 mischievous gremlins emerge, aiming to prank unaware travelers. If players choose to play along, they might regain control of the mine and discover hidden passageways.

d100 = 98

  1. D10=1:The tunnel ceiling is low, forcing you to stoop as you proceed.
  2. D10=2:The cave floor trembles, revealing a chasm with shimmering crystals on the other side. As 2d6 rust monsters roam, any attempt to cross is perilous. To gain safe passage, players must balance the loss of valuable metal equipment against their need to proceed.
  3. D10=3:The cave opens into a vast subterranean lake, its black waters lapping at the shore with an unnatural rhythm. At its center lies an island guarded by 1d6 Merrowbound, undead guardians bound to the depths’ keeper, The Abyssal Oracle. The Oracle grants visions but demands life essence as payment. Diplomatically, offering water-based relics or secrets of the lunar tide might suffice. The visions provide harrowing truths and locations of sunken relics that touch the surface world’s political intrigue.
  4. D10=4:You find faint scratch marks leading to a niche in the wall, where 2d4 troglodytes are organizing a coup. Players may negotiate for information or choose to snuff them out. The direction they take could alter the balance of power in the cave network.
  5. D10=5:A gentle stream turns into a violent whirlpool hiding 2d4 water weirs. Surviving their tumult mirrors the party's struggle with internal and external chaos.
  6. D10=6:The temperature drops noticeably, and small icicles form on the ceiling.
  7. D10=7:A group of 2d6+3 goblins attack the players. They are led by the goblin warrior, Gutwrench the Gut Hatcher. He is a level three goblin warrior that carries a polearm and wears a helmet that looks like a giant skull. He is not as dangerous as he sounds.
  8. D10=8:Divining vivid petaled illuminations enchant empath harmonic crystalline purest echoes love shrine protective tenderness spiraled toward imprisoned lurking backlash to considerate reprocess met.
  9. D10=9:Players encounter a group of 3d6 humans fighting against 2d6 gnolls. The humans are carrying sacks of barley on their backs. The sacks are scorched and the barley inside is gone. One of the gnolls is carrying a bag full of gold.
  10. D10=10:A group of 1d6 goblins led by a hobgoblin boss are in the middle of a ritual to summon a devil. The party will be in the middle of it when it's finished and the devil appears, who won't be happy about being summoned by goblins.

d100 = 99

  1. D10=1:As the adventurers navigate through narrow tunnels, they encounter a traveling troupe of underdark performers deeply embroiled in a scandal over stolen scripts that contain incantations of destructive power. The players become unwilling participants in a perilous game of cat-and-mouse among playwrights, actors, and jealous rivals desperate to control the arcane knowledge hidden within the arts.
  2. D10=2:An enchanted whisper filters through the walls, drawing players to a chamber filled with 1d3 incubus demons preying on lost souls. A decision between bravado or clever banter can sway the outcome, determining the fate of nearby victims.
  3. D10=3:A group of 2d6 ogres are seen attacking 1d4+2 hobgoblins.
  4. D10=4:The damp air hums with tension as you discover an ancient altar surrounded by 2d6 sinister specters attempting to channel ominous energy. Players can choose to eradicate these specters through valorous combat or attempt to communicate with them, providing a chance to redeem the fallen souls trapped in endless torment. In succeeding, the players gather potent insight into hostile factions planning to wage war, unearthing the motivation for an imminent conflict borne by loss.
  5. D10=5:The playing characters find an old mining operation's remains overrun by 3d4 ankhegs. The scent of freshly turned earth is pungent. Exploring the mine reveals lost relics, but each tunnel could collapse, hiding untold dangers.
  6. D10=6:The players hear a loud crashing sound from inside the cave! When investigated, a giant is ramming the walls in an attempt to break through! The giant is trying to get at the players!
  7. D10=7:The cave walls constrict, compressing the air and inducing a feeling of claustrophobia. Slick moss creates treacherous footing. Suddenly 1d4 hook horrors burst through secret fissures. These monstrosities thrive in darkness, proving a relentless force. Old miners' tools scatter the floor, hinting at previous ambitious expeditions ending in disaster. Players may discover a journal entry speaking of an alliance between surface and subterranean agents aiming for mutual control.
  8. D10=8:The cave tunnels lead the players to a hidden laboratory where a necromancer performs terrible experiments on halfling villagers. Rescuing them might alert the rest of the necromancer's cult, but leaving them means abandoning them to certain doom.
  9. D10=9:The walls of this passage are smooth, as though melted by extreme heat, leading to a lake of molten lava. Suspended above the lake are platforms connected by narrow ledges. Circling in the air, 2d4 magma wyverns roar their fiery breath. Near the ledge, the players find Tharil, a fire sorcerer seeking to recover a lost artifact from the lava depths that once controlled these wyverns. Helping Tharil may grant the players powerful enchanted items, but failing to traverse the platforms results in deadly plummets into the molten depths.
  10. D10=10:A human with a large sack on his shoulder runs toward the party from the north. He is looking for a group of people to help him. He has been hiding in these caves from a group of thieves. The thieves have been chasing him for days. The thieves set fire to his house ten days ago, and he has been on the run ever since.

d100 = 100

  1. D10=1:Feel the low rumble of an underground current guiding through a drowning pool. Entering or drinking it rejuvenates astral projection capabilities but limits tangible touch in the real-world momentarily.
  2. D10=2:You hear a faint buzzing sound somewhere nearby.
  3. D10=3:The haunting sound of chains brings the players to a cavern where 1d4 imprisoned celestials are guarded by 2d6 shadow demons. The air pulses with dark magic. Freeing them could sway divine battles, but the demons would unleash their full fury.
  4. D10=4:A cavern opens into a suffocatingly tight tunnel of twisted roots, whispering old elven poems. 3d4 twig blights, grafted with elven enchantments, attack intruders at the roots' command. Players must navigate the living maze, which reshapes itself, to reach the exit—missteps can lead to permanent entanglement or unlocking hidden forest knowledge.
  5. D10=5:Water drips like a steady drumbeat, each drop revealing 1d4 soggy bundles of lost gear. Whether to claim these items for yourself or leave them for forgotten souls may attract unwanted attention or endless fortune; choose wisely.
  6. D10=6:Amidst ever-winding tunnels, a giant underground mushroom forest stretches surrounding a sacred grove. 3d6 myconids protect their dwelling, emanating a hallucinogenic spore cloud. At the grove’s edge is Athis, a druid researching the grove’s ancient ties to the world above. Players can join his research, navigating the spore-filled forest to uncover its secrets or battle the myconids to seize the grove’s guardian treasures.
  7. D10=7:Descending passages lead to sulfur-scented smokescreens. Navigating unseen by two guardian stone golems compels examining commitment's relentless reflection.
  8. D10=8:seeking power crystals. Navigating diplomacy or strength provides both path options.
  9. D10=9:The players encounter a group of cultists preparing to summon a demon. The cult leader proposes peace in exchange for the players' help in performing the ritual. The alternative? A battle that almost assuredly leads to the demon being set loose unchecked.
  10. D10=10:As the adventurers traverse a series of tunnels, they find themselves at the borders of an underground kingdom ruled by an oligarchy of powerful, ancient vampires. A civil war threatens to erupt between progressive and traditionalist factions. Befriending or manipulating one side could have consequences far-reaching beyond the cave’s confines, shaping the very balance of power in the underworld.

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Other dice tiers for the cave: D1, D4, D6, D8.

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